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Creating Next-Gen Game Weapons in 3ds Max


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Default Creating Next-Gen Game Weapons in 3ds Max - 09-08-2014, 05:43 PM

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Creating Next-Gen Game Weapons in 3ds Max | 5.76 GB
Software: 12h | Video: AVC (.mp4) 1280x720 30fps | Audio: AAC 32KHz 1ch
Genre: eLearning | 3ds Max 2014, Zbrush 4R6, Quixel Suite | Project Files Included | August 19, 2014

In this training we'll cover in great detail how to create a highly detailed game ready revolver. To begin, we'll learn how to create a detailed high poly model. During this section you will learn tons of tools and techniques specifically for high poly modeling, but more importantly how to plan and model complicated shapes.

After that we'll spend a short time in ZBrush learning how to create fine details for the handle of our revolver. Then we'll learn how to properly retopologize our mesh to get the low poly model. During this section we'll learn how to properly optimize our mesh while still having enough geometry to support our high poly detail. After that, we'll learn how to properly apply smoothing groups to our game mesh and how to layout its UVs.
Then we'll wrap up the training by learning how to bake our normal map and how we can use Quixel's DDO to quickly create textures using a Physically Based Rendering workflow.

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