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Creating Game Weapons in 3ds Max and ZBrush
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Released Aug 26, 2009
Justin Marshall

Pluralsight

Justin Marshall
In this course we will use a 3ds Max to ZBrush workflow to build and texture a detailed battle axe. In this course we'll go through the process of building a detailed 3d battle axe, complete with normal maps and textures, using both 3ds Max and ZBrush. Throughout the training, we'll illustrate some of the ways you can use these packages together. We'll start by creating the base axe geometry from scratch in 3ds Max. We'll then completely sculpt and paint the axe in ZBrush using a variety of techniques. To finish up, we'll generate maps for the color and sculpted detail and reapply those in 3ds Max. In the end, you'll have a better understanding of the workflow of building and sculpting high resolution props and set pieces with 3ds Max and ZBrush and creating usable assets from them.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:00
Building the head of the axe
2

Building the head of the axe

 
10:35
Modeling the axe handle and grip
3

Modeling the axe handle and grip

 
09:15
Modeling the guard and laying out UVs for the grip
4

Modeling the guard and laying out UVs for the grip

 
09:37
Importing geometry with smoothing groups into ZBrush
5

Importing geometry with smoothing groups into ZBrush

 
10:24
Sculpting the axe head
6

Sculpting the axe head

 
08:14
Finishing the axe head sculpting
7

Finishing the axe head sculpting

 
11:07
Polypainting the head of the axe
8

Polypainting the head of the axe

 
09:50
Detailing the axe handle
9

Detailing the axe handle

 
14:20
Detailing the axe handle grip
10

Detailing the axe handle grip

 
09:00
Detailing the handle guard
11

Detailing the handle guard

 
07:46
Exporting geometry and maps from ZBrush
12

Exporting geometry and maps from ZBrush

 
08:20
Assembling the axe in 3ds Max
13

Assembling the axe in 3ds Max

 
06:55
Painting and applying specular maps
14

Painting and applying specular maps

 
10:28