Hard Surface Modeling a Modular Structure for Games in 3ds Max

In this course, we'll look at methods for modular modeling inside 3ds Max. Software required: 3ds Max 2014.
Course info
Level
Intermediate
Updated
Dec 18, 2015
Duration
1h 52m
Table of contents
Description
Course info
Level
Intermediate
Updated
Dec 18, 2015
Duration
1h 52m
Description

In this course, we'll look at methods for modular modeling inside 3ds Max. When it comes to creating believable game art, detail and structure are important. With that in mind, we'll cover a detailed process to ensure our model has a final look that'll transition well. We'll also make sure our models will work later in the process, such as baking and detailing in ZBrush. By the end of this 3ds Max tutorial, you'll understand the subdivision modeling practices needed to finish out your own modular structure for games. Software required: 3ds Max 2014.

About the author
About the author

Dan John Cox has worked in the games industry for 8 years as both an environmental, concept, and character artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone, my name is Dan Cox. I'm an artist at Capybara Games, and my latest projects includes Splinter Cell: Blacklist and Below. In this course, we're going to use subdivision modeling practices to refine and detail our modular game art structure we started in another series. Some of the key takeaways from watching this course include learning how to take a modular design to completion, speed up your hard surface modeling pipeline, and finalize a conceptual design for production. By the end of the training, you will have a better understanding of how to detail, refine, and expand on modular game structures. After which, we can export to ZBrush, or simply optimize and bake out for using a game engine. I'm excited to share these tips and techniques with you. Let's get started with the first lesson.