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Digital Tutors - Creating a Game-Ready Tommy Gun in 3ds Max

Digital Tutors - Creating a Game-Ready Tommy Gun in 3ds Max

Creating a Game-Ready Tommy Gun in 3ds Max
English | Team: N/A | .flv | h264, yuv420p, 1280x720, 23.98 fps | aac, 48000 Hz, stereo | 2.8 GB
Genre: eLearning


In this series of tutorials we take a look on process of creating a gun for use in a game engine like UDK, Unity, or CryEngine.

We go through this process bit by bit starting off by creating a high poly version of the gun using subdivision techniques. The next step will be creating a low-poly version. When this is finished we will take a look how to unwrap elements in order to create the UV Layout. Then we move on to baking ambient occlusion and normals maps. We use Render To Texture dialog in 3ds Max to accomplish this.

After we finish it we'll move over to Photoshop and start to create a diffuse map as well as a specular map. Lastly we'll check our results in Marmoset Toolbag.

Creating a Game-Ready Tommy Gun in 3ds Max content:

1. Introduction and project overview
2. Overview of the tool and starting modeling
3. Creating the high poly gun
4. Modeling the barrel
5. Creating the main frame
6. Finishing the main frame
7. Modeling the sight and other metal details
8. Modeling the details for the second half
9. Adding the small details
10. Modeling the magazine
11. Fixing some issues on the mesh
12. Creating the low poly version
13. Continuing to retopologize
14. Finishing the retopology
15. Last touches on the low poly version
16. Unwrapping the gun
17. Baking normal map and ambient occlusion
18. Fixing the maps in Photoshop
19. Creating the selection mask
20. Continuing to paint textures for the gun
21. Finishing textures and creating the specular map



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