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Introduction to Modeling for Games in 3ds Max
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Released Jun 24, 2013
Joshua Kinney

Pluralsight

Joshua Kinney
In this series of 3ds Max tutorials we will get an introduction to the modeling pipeline for games.

We'll start out by learning how to organize our high-poly model and begin separating its parts to create an exploded version of the model. This will help us during the modeling and baking phase of our project.

From there we'll begin modeling the low polygon version of the RC car and discuss many of the key tools and techniques for game modeling. We'll discuss ways to reuse models from the high-polygon version and then use the Graphite Modeling tools to learn how the retopologize workflow works.

Once we've finished modeling we'll begin unwrapping our low-polygon version and discuss how to properly pack our UVs to get the most out of our textures. To wrap the training course up, we'll learn how to bake maps that will give us the high-poly look we desire on our low-poly model.

By the end of this tutorial, you will have a solid understanding of how to model for video games and you'll have all the skills you need to begin creating your own game models.

Explore more with our free resource on Game Development Terms You Need to Know
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Introduction and Project Overview
1

Introduction and Project Overview

 
01:04
Overview of the game modeling pipeline
2

Overview of the game modeling pipeline

 
13:11
Organizing the high polygon version
3

Organizing the high polygon version

 
12:10
Exploding the high polygon model
4

Exploding the high polygon model

 
05:00
Modeling the low poly tire
5

Modeling the low poly tire

 
09:25
Reusing the high poly geometry
6

Reusing the high poly geometry

 
08:42
Modeling the low poly wheel pivot
7

Modeling the low poly wheel pivot

 
10:55
Cleaning up the frame
8

Cleaning up the frame

 
11:00
Modeling the spring connectors
9

Modeling the spring connectors

 
10:51
Modeling the spring
10

Modeling the spring

 
17:30
Creating the spoiler
11

Creating the spoiler

 
15:17
Retopologizing the car shell
12

Retopologizing the car shell

 
13:57
Continuing the retopologizing process
13

Continuing the retopologizing process

 
10:20
Blocking in the edge flow
14

Blocking in the edge flow

 
09:25
Filling in the gaps
15

Filling in the gaps

 
11:01
Working on the next hole
16

Working on the next hole

 
12:56
Finishing the car shell
17

Finishing the car shell

 
16:17
Beginning the unwrap process
18

Beginning the unwrap process

 
10:13
Continuing the unwrapping process
19

Continuing the unwrapping process

 
09:57
Unwrapping the frame
20

Unwrapping the frame

 
13:37
Unwrapping the springs
21

Unwrapping the springs

 
10:18
Unwrapping spring connectors
22

Unwrapping spring connectors

 
05:34
Unwrapping the bumper, axle and tire
23

Unwrapping the bumper, axle and tire

 
07:01
Unwrapping the wheel
24

Unwrapping the wheel

 
09:34
Unwrapping the wheel pivot
25

Unwrapping the wheel pivot

 
06:02
Combining the UVs
26

Combining the UVs

 
05:50
Packing the UVs
27

Packing the UVs

 
16:41
Continuing the packing process
28

Continuing the packing process

 
21:09
Checking the UVs
29

Checking the UVs

 
08:39
Baking the normal map
30

Baking the normal map

 
17:08
Finalizing the normal map
31

Finalizing the normal map

 
14:18
Assembling the low polygon car
32

Assembling the low polygon car

 
13:00
Baking the ambient occlusion map
33

Baking the ambient occlusion map

 
06:23