Digital-Tutors-Introduction to Modeling for Games in 3ds Max

Digital-Tutors-Introduction to Modeling for Games in 3ds Max
Intermediate | 6h 04m | 3.26 GB | Project Files 90 MB | Software used: 3ds Max 2014
Author:Joshua Kinney
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Home:_http://www.digitaltutors.com/11/training.php?pid=1203
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In this series of 3ds Max tutorials we will get an introduction to the modeling pipeline for games. We�ll start out by learning how to organize our high-poly model and begin separating its parts to create an exploded version of the model. This will help us during the modeling and baking phase of our project.

From there we�ll begin modeling the low polygon version of the RC car and discuss many of the key tools and techniques for game modeling. We�ll discuss ways to reuse models from the high-polygon version and then use the Graphite Modeling tools to learn how the retopologize workflow works.

Once we�ve finished modeling we�ll begin unwrapping our low-polygon version and discuss how to properly pack our UVs to get the most out of our textures. To wrap the training course up, we�ll learn how to bake maps that will give us the high-poly look we desire on our low-poly model.

By the end of this tutorial, you will have a solid understanding of how to model for video games and you�ll have all the skills you need to begin creating your own game models.

33 Lessons:
1. Introduction and Project Overview
01:04
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2. Overview of the game modeling pipeline
13:11
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3. Organizing the high polygon version
12:10
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4. Exploding the high polygon model
05:00
5. Modeling the low poly tire
09:25
6. Reusing the high poly geometry
08:42
7. Modeling the low poly wheel pivot
10:55
8. Cleaning up the frame
11:00
9. Modeling the spring connectors
10:51
10. Modeling the spring
17:30
11. Creating the spoiler
15:17
12. Retopologizing the car shell
13:57
13. Continuing the retopologizing process
10:20
14. Blocking in the edge flow
09:25
15. Filling in the gaps
11:01
16. Working on the next hole
12:56
17. Finishing the car shell
16:17
18. Beginning the unwrap process
10:13
19. Continuing the unwrapping process
09:57
20. Unwrapping the frame
13:37
21. Unwrapping the springs
10:18
22. Unwrapping spring connectors
05:34
23. Unwrapping the bumper, axle and tire
07:01
24. Unwrapping the wheel
09:34
25. Unwrapping the wheel pivot
06:02
26. Combining the UVs
05:50
27. Packing the UVs
16:41
28. Continuing the packing process
21:09
29. Checking the UVs
08:39
30. Baking the normal map
17:08
31. Finalizing the normal map
14:18
32. Assembling the low polygon car
13:00
33. Baking the ambient occlusion map
06:23

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