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Creating a Environment Kit Design for Games

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Release date:2016, July 12

Duration:02 h 38 m

Author:Christian Bradley

Skill level:Beginner

Language:English

Exercise files:Yes

Learn how to use 3ds Max to make kits of scalable, modular assets and textures for your 3D games. Modular assets can be combined to make bigger, more complex objects, scenes, or environments. They snap together easily and are designed so they transition seamlessly to their final destination. In this course, Christian Bradley shows how to create walls, columns, and other modular building components based on a grid system in 3ds Max.

He first introduces the modular pipeline in Max and the basics of making modular models. Then Christian shows how to ensure your texture maps align to the grid, and places objects in the scene to build the complex final structure—an ornate castle—shown at the end of the course. With a little patience, attention to detail, and the skills learned in this class, you can create design kits that speed up development and result in more realistic and immersive game environments.

Topics include:
Setting up the workspace, units, and grid
Modeling the main walls
Working with back-facing polygons
Creating base objects
Building modular elements
UX mapping modular meshes
Changing materials

Table of Contents

Introduction
Welcome 52s
Why modular assets? 1m 49s
Using the exercise files 49s
1. Model the Main Walls
Setting up the workspace 4m 33s
Setting up units in Max 4m 35s
Setting up the grid 5m 51s
Snap settings 6m 56s
Game engine scale vs. real-world scale 6m 1s
Pivot placement 9m 34s
Modular systems you can work with 6m 48s
Modeling a simple modular wall unit 4m 51s
Modeling a simple modular pillar 6m 4s
Working with back-facing polygons 4m 39s
2. Block Out the Space
Planning space between modular meshes 5m 36s
Creating base objects 2m 6s
Dealing with curves on the grid 9m 54s
Gray boxing your modular environment 3m 26s
3. Build Detailed Modular Elements
Dos and don’ts of modular systems 7m 45s
Clone, Mirror, and tools to copy meshes 8m 29s
Door sizes and window heights 4m 14s
4. Textures
UV mapping basics for modular meshes 6m 45s
Using base objects as UV templates 5m 39s
The UV grid and editor settings 7m 51s
Determining texel density 8m 52s
UV mapping modular environmental objects 4m 17s
Changing materials on modular meshes 3m 1s
Modular map size and UV placement 48s
5. Put It All Together
Naming conventions for modular elements 7m 12s
Placing detailed elements in the scene 50s
Blending grid-based materials 7m 12s
Wrap-Up
Next steps 43s

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