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Creating Next-Gen Game Weapons in 3ds Max
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Released Aug 19, 2014
Joshua Kinney

Pluralsight

Joshua Kinney
In this training we'll cover in great detail how to create a highly detailed game ready revolver. To begin, we'll learn how to create a detailed high poly model. During this section you will learn tons of tools and techniques specifically for high poly modeling, but more importantly how to plan and model complicated shapes.

After that we'll spend a short time in ZBrush learning how to create fine details for the handle of our revolver. Then we'll learn how to properly retopologize our mesh to get the low poly model. During this section we'll learn how to properly optimize our mesh while still having enough geometry to support our high poly detail. After that, we'll learn how to properly apply smoothing groups to our game mesh and how to layout its UVs.

Then we'll wrap up the training by learning how to bake our normal map and how we can use Quixel's DDO to quickly create textures using a Physically Based Rendering workflow.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:18
Setting up the reference images
2

Setting up the reference images

 
05:19
Beginning the high poly frame
3

Beginning the high poly frame

 
08:28
Blocking in the frame around the cylinder
4

Blocking in the frame around the cylinder

 
09:53
Blocking in the trigger guard
5

Blocking in the trigger guard

 
07:00
Blocking in the rest of the frame
6

Blocking in the rest of the frame

 
13:19
Blocking in the frame handle
7

Blocking in the frame handle

 
07:07
Adding final details to the frame
8

Adding final details to the frame

 
12:15
Finishing the high poly frame
9

Finishing the high poly frame

 
15:05
Blocking in the barrel
10

Blocking in the barrel

 
08:53
Blocking in the secondary element of the barrel
11

Blocking in the secondary element of the barrel

 
10:46
Finishing the barrel
12

Finishing the barrel

 
12:39
Blocking in the cylinder
13

Blocking in the cylinder

 
11:33
Continuing to block in the cylinder
14

Continuing to block in the cylinder

 
09:57
Adding detail to the cylinder
15

Adding detail to the cylinder

 
10:11
Finishing the high poly cylinder
16

Finishing the high poly cylinder

 
09:02
Creating the spindle for the cylinder
17

Creating the spindle for the cylinder

 
06:45
Modeling the ratchet for the cylinder
18

Modeling the ratchet for the cylinder

 
09:01
Modeling the crane for the cylinder
19

Modeling the crane for the cylinder

 
09:30
Modeling the handle
20

Modeling the handle

 
12:31
Modeling the shield for the cylinder
21

Modeling the shield for the cylinder

 
11:52
Modeling the trigger
22

Modeling the trigger

 
09:27
Creating the hammer
23

Creating the hammer

 
12:52
Modeling the key lock
24

Modeling the key lock

 
13:31
Modeling the floating geometry
25

Modeling the floating geometry

 
12:41
Sculpting fine details for the handle
26

Sculpting fine details for the handle

 
06:29
Sculpting the grip detail on the handle
27

Sculpting the grip detail on the handle

 
10:54
Finalizing the high poly mesh
28

Finalizing the high poly mesh

 
08:35
Exploding the high poly mesh
29

Exploding the high poly mesh

 
07:33
Retopologizing the frame
30

Retopologizing the frame

 
14:15
Continuing to retopo the frame
31

Continuing to retopo the frame

 
11:46
Retopologizing the back of the frame
32

Retopologizing the back of the frame

 
09:36
Finishing the main body of the frame
33

Finishing the main body of the frame

 
09:39
Retopologizing the trigger guard
34

Retopologizing the trigger guard

 
13:04
Retopologizing the stock
35

Retopologizing the stock

 
12:17
Finishing the stock of the game mesh
36

Finishing the stock of the game mesh

 
09:03
Finishing the symmetrical elements of the frame
37

Finishing the symmetrical elements of the frame

 
13:22
Modeling the asymmetrical elements of the frame
38

Modeling the asymmetrical elements of the frame

 
09:25
Finishing the frame
39

Finishing the frame

 
12:05
Overcoming issues with the low poly frame
40

Overcoming issues with the low poly frame

 
09:47
Beginning the barrel of the low poly mesh
41

Beginning the barrel of the low poly mesh

 
13:55
Modeling the secondary element of the low poly barrel
42

Modeling the secondary element of the low poly barrel

 
11:04
Finishing the low poly barrel
43

Finishing the low poly barrel

 
13:55
Modeling the front sight
44

Modeling the front sight

 
07:46
Optimizing the frame of the game mesh
45

Optimizing the frame of the game mesh

 
10:50
Creating the low poly cylinder
46

Creating the low poly cylinder

 
10:16
Finishing the low resolution cylinder
47

Finishing the low resolution cylinder

 
10:31
Modeling the low poly crane
48

Modeling the low poly crane

 
05:01
Creating the low poly trigger
49

Creating the low poly trigger

 
06:29
Finishing the game mesh
50

Finishing the game mesh

 
11:08
Setting up smoothing groups
51

Setting up smoothing groups

 
14:49
Finishing the smoothing groups
52

Finishing the smoothing groups

 
13:33
Laying out the UVs of the frame
53

Laying out the UVs of the frame

 
09:42
Continuing to layout the UVs of the frame
54

Continuing to layout the UVs of the frame

 
12:09
Unwrapping the UVs of the stock
55

Unwrapping the UVs of the stock

 
09:23
Unwrapping the UVs of the main frame
56

Unwrapping the UVs of the main frame

 
09:03
Finishing the UVs of the frame
57

Finishing the UVs of the frame

 
13:53
Unwrapping the UVs of the barrel
58

Unwrapping the UVs of the barrel

 
13:52
Laying out the UVs of the cylinder
59

Laying out the UVs of the cylinder

 
13:56
Unwrapping the crane and the trigger
60

Unwrapping the crane and the trigger

 
07:09
Unwrapping the UVs of the hammer
61

Unwrapping the UVs of the hammer

 
09:19
Laying out the UVs of the key lock
62

Laying out the UVs of the key lock

 
05:21
Creating test bakes
63

Creating test bakes

 
12:20
Applying the normal maps on our game mesh
64

Applying the normal maps on our game mesh

 
04:14
Combining the UVs
65

Combining the UVs

 
09:10
Baking our final normal map
66

Baking our final normal map

 
11:00
Resetting the position of game mesh parts
67

Resetting the position of game mesh parts

 
10:13
Texturing the revolver
68

Texturing the revolver

 
08:40
Detailing the metal textures
69

Detailing the metal textures

 
08:30
Creating the wood texture
70

Creating the wood texture

 
06:37
Adding a dirt pass
71

Adding a dirt pass

 
08:11