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[Lynda.com] Game Prop Creation in 3ds Max (2012)

      Author: jihanova   |   18 August 2012   |   comments: 0
[Lynda.com] Game Prop Creation in 3ds Max (2012)

[Lynda.com] Game Prop Creation in 3ds Max (2012) | 1.16 GB
Genre: Video Training

Explore the world of modeling and texturing game props and assets in Autodesk 3ds Max. Author Adam Crespi demonstrates how to create both small and large props, from tools to shipping containers. The course begins with cloning and instancing objects for ease of modeling and unwrapping, and segues into multiple methods of unwrapping and painting texture by hand in Adobe Photoshop. Adam looks at various plug-ins that assist with normal map generation as well as sculpting in Mudbox, a digital sculpting application that can add realism and detail to your models. Finally, the course shows how to add lights to a scene and preview the objects in-game.

Introduction
Welcome
What you should know before watching this course
Using the exercise files

1. Modeling a Large Prop (Shipping Container)
Overview of modeling a large props
Laying out the overall form and planning for modular textures and models
Adding the framing components
Adding the side panels
Unwrapping the sides
Unwrapping one corner box
Unwrapping one of each frame member
Laying out the UV coordinates

2. Texturing the Shipping Container
Overview of the texturing process
Creating a bump map for the corrugated sides
Adding more details to the bump map
Drawing the bump map for the door
Adding details to the doors
Painting the diffuse texture: planning the layers
Painting the base coat and logo
Adding tracking labels and other markings
Adding soft rust
Adding rust bubbles
Setting up a library of shipping container textures
Painting dirt and rust variations
Transferring wear from the diffuse texture to the bump map
Converting bump maps to normal maps
Testing the maps

3. Modeling Tools and Small Props
Overview of modeling small props
Modeling a sledgehammer
Adding detail and smoothing groups
Unwrapping as part of a texture sheet
Modeling a ladder
Adding detail and smoothing groups
Unwrapping for the ladder
Placing the clean texture
Laying out a texture sheet for multiple tools
Painting galvanized steel
Adding dirt and wear
Planning for optimal texture usage
Painting dirt and age variations

4. Modeling Furniture
Modeling furniture using simple parts and reusable textures
Planning and analyzing the modeling of a chair
Blocking out the basic form
Adding detail and smoothing groups
Refining the silhouette
Unwrapping for the chair
Painting the fabric
Making a normal map for the fabric
Planning the modeling of a table
Blocking out the basic table form
Adding legs and skirt boards to the table
Breaking up the model for texturing
Laying out the wood texture
Reusing parts to make a round table

5. Painting a Wood Texture from Scratch
Understanding the importance of painting textures from scratch
Creating the initial grain lines
Adding value variation across the grain
Warping and curving the grain
Adding knots
Colorizing the grain and planning for stains
Cutting out boards for a UV layout
Adding patina and wear to a final texture

6. Workflow and Integration
Understanding the importance of a low poly count
Overview of normal maps
Modeling a high-poly work for projection
Overview of the pipeline
Planning edge flow for elegant modeling
Smoothing groups
Adding details by beveling and extruding
Adding hinges
Using Push/Pull and Soft Selection to add dentss
Baking the high-poly mesh onto the low-poly model to produce a normal map

7. Sculpting and Painting in Mudbox
Overview of Mudbox
Preparing for a smooth export to Mudbox
Importing from Mudbox: choosing the right resolution
Using the sculpt tools in Mudbox
Painting in Mudbox
Exporting paint layers from Mudbox
Extracting and exporting a normal map from Mudbox
Projecting normal maps from a Mudbox model
Importing and assigning objects and maps in Unity

8. Ambient Occlusion and Specularity
Overview of ambient occlusion and specularity
Setting up ambient occlusion as a texture
Using ambient occlusion as a foundation for rust and dirt
Using ambient occlusion to add detail to textures
Painting a specular map
Streamlining the import process: placing maps in the right channels

9. Importing into Unity and Testing
Overview of importing into Unity
Preparing and exporting large props to Unity
Creating a new project in Unity and importing textures
Cloning props in Unity with different looks
Adding lights to test smoothing and textures
Refining materials

Conclusion
Final thoughts

Link Download
http://extabit.com/file/2a0qmbwquyh02/Game Prop Creation in 3ds Max.part1.rar
http://extabit.com/file/2a0qmbwquyh1u/Game Prop Creation in 3ds Max.part2.rar
http://extabit.com/file/2a0qmbwquyh0i/Game Prop Creation in 3ds Max.part3.rar

or

http://lumfile.com/r85gmdjwabs8/Game_Prop_Creation_in_3ds_Max.part1.rar.html
http://lumfile.com/dj3k1yihsdaf/Game_Prop_Creation_in_3ds_Max.part2.rar.html
http://lumfile.com/jqbcrbhlvcth/Game_Prop_Creation_in_3ds_Max.part3.rar.html
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