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

00. Introduction 01 – Welcome 02 – Why modular assets 03 – Using the exercise files

01. Model the Main Walls 04 – Setting up the workspace 05 – Setting up units in Max 06 – Setting up the grid 07 – Snap settings 08 – Game engine scale vs. real-world scale 09 – Pivot placement 10 – Modular systems you can work with 11 – Modeling a simple modular wall unit 12 – Modeling a simple modular pillar 13 – Working with back-facing polygons

02. Block Out the Space 14 – Planning space between modular meshes 15 – Creating base objects 16 – Dealing with curves on the grid 17 – Gray boxing your modular environment

03. Build Detailed Modular Elements 18 – Dos and donts of modular systems 19 – Clone, Mirror, and tools to copy meshes 20 – Door sizes and window heights

04. Textures 21 – UV mapping basics for modular meshes 22 – Using base objects as UV templates 23 – The UV grid and editor settings 24 – Determining texel density 25 – UV mapping modular environmental objects 26 – Changing materials on modular meshes 27 – Modular map size and UV placement

05. Put It All Together 28 – Naming conventions for modular elements 29 – Placing detailed elements in the scene 30 – Blending grid–based materials

06. Wrap-Up 31 – Next steps

Ex_Files_GameArt_Enviro.7z

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