| Box Modeling in 3ds Max |
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LECTURE 1 |
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00:14:11 |
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Working with blueprints of the model. Adjusting views in Adobe Photoshop and importing correctly in Autodesk 3dsMax. |
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LECTURE 2 |
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00:21:40 |
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Positioning and scaling the blueprints in the viewports. |
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LECTURE 3 |
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00:17:12 |
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Positioning and scaling the blueprints in the viewports. Initial modeling of the overall shape. Symmetry modifier. |
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LECTURE 4 |
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00:20:46 |
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Adjusting the initial low-poly model. Bevel. Extrude. Make planar. |
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LECTURE 5 |
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00:21:36 |
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Box-modeling in details. Working on an artistic shape and details precision. |
| UV-Mapping |
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LECTURE 6 |
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00:15:42 |
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Unwrap UVW modifier. Check pattern. TexTools. |
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LECTURE 7 |
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00:16:56 |
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Adjusting UVW map. Stitching and welding. |
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LECTURE 8 |
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00:21:15 |
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Further details of a precise UVW map. |
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LECTURE 9 |
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00:18:26 |
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Finalizing the UVW map, positioning all the parts in the editor. Baking the texture map. |
| Texturing in Photoshop |
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LECTURE 10 |
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00:14:25 |
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Photoshop: defining color palette and object structure. |
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LECTURE 11 |
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00:20:34 |
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Photoshop: working on diffuse texture. Structural elements and details. |
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LECTURE 12 |
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00:21:54 |
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Elaborating texture details in Photoshop and tailoring in 3dsMax. |
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LECTURE 13 |
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00:16:43 |
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More Photoshop texturing: layer styles and adjustments. |
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LECTURE 14 |
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00:21:52 |
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More Photoshop texturing: imitating volume, complex shapes, and precise details. |
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LECTURE 15 |
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00:14:40 |
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More Photoshop texturing: imitating volume, complex shapes, and precise details. |
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LECTURE 16 |
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00:17:58 |
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More Photoshop texturing: imitating volume, complex shapes, and precise details. |
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LECTURE 17 |
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00:21:54 |
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More Photoshop texturing: creating the perception of depth, distance, and lights. |
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LECTURE 18 |
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00:13:55 |
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From Photoshop to 3dsMax. Materials. Glossiness. Render to texture for creating a light map. |
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LECTURE 19 |
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00:14:34 |
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Photoshop: combining two textures. Layer blending modes. Material textures for surface backgrounds. |
| Importing the model in Unreal Engine |
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LECTURE 20 |
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00:12:37 |
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Unreal Engine: importing a 3d mesh, creating basic materials. |
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LECTURE 21 |
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00:18:24 |
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Unreal Engine: working on complex photorealistic shaders. Diffuse, emissive, normal maps. |