Modeling A Sci Fi Dreadnought Character With 3Ds Max - Druckversion +- Forum Rockoldies (https://rockoldies.net/forum) +-- Forum: Fotobearbeitung - Photoshop (https://rockoldies.net/forum/forumdisplay.php?fid=16) +--- Forum: E-Learning, Tutorials (https://rockoldies.net/forum/forumdisplay.php?fid=18) +--- Thema: Modeling A Sci Fi Dreadnought Character With 3Ds Max (/showthread.php?tid=64482) |
Modeling A Sci Fi Dreadnought Character With 3Ds Max - Panter - 11.12.2022 Modeling A Sci Fi Dreadnought Character With 3Ds Max Last updated 2/2019 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 5.46 GB | Duration: 7h 1m Learn to Model a weaponized Dreadnought Mech for Games or Animation What you'll learn Students will learn to create and understand custom shortcuts and the advantages to utilizing them Students will learn to explore a variety of techniques to create a moderately polygon-heavy mesh Students will be able to use shortcuts to make a more efficient workflow. Requirements Students need to be familiar with 3ds Max so that they can understand the parameters of custom shortcuts and modeling Description Often, creating a hard surface model can be a bit tedious as well as being unfamiliar and intimidating. To create a better workflow, one needs to know and understand the advantages of using as many shortcuts as possible so that one isn't spending an overly long amount of time creating meshes. A smart workflow can become your best friend as well as something you'll use throughout your career. Shortcut hotkeys are an integral component of working smart, not hard. Understanding methodologies helps you to understand when best to use shortcuts and how to use them efficiently. There are tools hidden in 3DS Max that help facilitate the speed at which you can model and this course is designed to help you access them. Using such tools as symmetry can help the artist visual how the whole mesh is looking while literally only working on a single half of the model. Swift loop is another extremely handy tool to use to help easily add edge loops into the meshes. By creating custom shortcut hotkeys that the artist designs for themselves is a boon to the workflow in creating a solid design and, ultimately, a proper mesh.More about the Instructor:Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer. Overview Section 1: Interface and 3ds Max Basics Lecture 1 Download Source files here! Lecture 2 Introduction Lecture 3 Interface and Custom UI Lecture 4 Shortcuts and Begin Modeling Lecture 5 Creating the Grill Lecture 6 Booleans and Neck Work Lecture 7 Creating the Skull Section 2: Booleans, Splines, Shells, and Details Lecture 8 Introduction Lecture 9 The Upper Body and Arm Socket Lecture 10 Instancing the Upper Arm Lecture 11 Boolean the Forward Exhaust Ports Lecture 12 Using Splines to Create the Shoulders Lecture 13 Shelling and Adding Screws and Spikes Section 3: Expanding on the Modeled Details Lecture 14 Introduction Lecture 15 Creating the Hip Joint Lecture 16 Creating Legs Bones and Booleans Lecture 17 Fixing the Upper Leg Lecture 18 Finishing the Shin Lecture 19 Toes with Splines Lecture 20 Finishing Toes and the Foot Section 4: Refining the Legs, Arms, Back, and Shoulders Lecture 21 Introduction Lecture 22 Doubling the Leg to be the Arm Lecture 23 Building the Inner Supports Lecture 24 Finishing the Supports for the Spine Lecture 25 Creating the Backpack and Ammo Drum Lecture 26 Adjusting the Shoulders to Hinge the Backpack Section 5: Refining the Weapons and Setting Asset Normals Lecture 27 Introduction Lecture 28 Creating the Exhausts with Insetting Lecture 29 Starting the Gun with Edge Extrusion Lecture 30 Finishing the Gun and Scaling the Bullet Lecture 31 Creating the Ammo Band and Refining Elements Lecture 32 Bullets Following a Path and Spline Hoses Lecture 33 Face Weighted Normals Lecture 34 Bonus Lecture: Further Learning with 3dmotive Intermediate students who want to use a variety of methodologies to create a mechanical monstrosity Download from RapidGator Download from DDownload |