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Professional Video Game Art School Course
Introduction & Setting Up 3DS Max
Autodesk Student Software Download
Setting Your Preferences
The Material Editor
Configuring Your Modifiers
Setting Up Max Interface and Workflow
3DS Max Basics
Edit polygon modifier
Soft selection
Geometry
matID: Smoothing groups
Paint deformation
Unwrap modifier basics
Spherical mapping types
Material Editor
Basic 3D Modeling - Crates
Notice to Students
Introduction
Modeling Overview
Reference and Setup
Modeling a Crate
Unwrapping an Object
Texturing
Specular Leveling
Creating a Bump Map
Texture Details
Rendering
Create an Exploding Crate
Basic 3D Modeling - Barrels
Introduction
Setup
Modeling
Smoothing Groups
Unrapping
Texture Part 1
Texture Part 2
Texture Part 3
Rendering
Basic 3D Modeling - Tables
Introduction
Setup
Modeling
Unwrapping
Texturing Part 1
Texturing Part 2
Texture Part 3
Rendering
Creating a Catapult
Introduction
Setup
Modeling Part 1
Modeling Part 2
Modeling Part 3
Modeling Part 4
Modeling Part 5
Texturing Part 1
Texturing Part 2
Texturing Part 3
Texturing Part 4
Texturing Part 5
Rendering Your Catapult
Creating a Catapult and Castle Scene
Introduction
Introduction to 3ds Max Scripting
Terrain Example
Setting Up the Terrain
Object Placement
Animation and the Castle
Exploding Castle
The Cameras
Starting Your Render
Finishing Your Render
Photoshop For Artists
Introduction
The User Interface
The Menu Explained
File Options
Edit Options
Image Options
Layer Options
Select Options
The Filter Gallery
Liquify
Creating Vanishing Points
Additional Filters
3D View
Help Window
Removing Selections
Toolbar Wrapup
History and Actions
Layer Comps and Notes
The Histogram
Brushes and Cloning
Color Swatches
Making Adjustments
Channels and Paths
Creating Seamless Textures
Introduction
Creating Seamless Textures Part 1
Creating Seamless Textures Part 2
Creating Seamless Textures Part 3
Introduction to Digital Painting
Introduction
Airbrushing
Comic Book Style
Smudges
Using a Hardbrush
Portraits Part 1
Portraits Part 2
Portraits Part 3
Portraits Part 4
Introduction to 2D Animation
Introduction
Setting Up for Animation
Creating a Bouncing Ball
Walking Animation Part 1
Walking Animation Part 2
Sprite Sheets
Rough Run Cycle
Completing Your Character
Character Design
Motion Flow with Sound
Rough Figure
Final Figure
Weapons Training: Creating a Handgun
Introduction
Setup
Modeling - Block Out
Modeling - Details
Modeling - Refining
Unwrapping
Texturing Part 1
Texturing Part 2
Texturing Part 3
Texturing Part 4
Rendering
Creating Your First Concept Vehicle
Introduction
Setup
Block Out Modeling
Tires
Body Lines
Body Lines Continued
Details and Cuts
Refining and Extruding
Polishing
The Interior
Unwrapping
Texturing Part 1
Texturing Part 2
Texturing Part 3
Texturing Part 4
Texturing Part 5
Viewing On a Video Turntable
Lab: Creating a Concept Vehicle
Modeling Part 1
Modeling Part 2
Modeling Part 3
Modeling Part 4
Modeling Part 5
Coloring
Cleanup
Outline
Adding Color Part 1
Adding Color Part 2
Part 2 of Vehicle Lab
Scope of Work
Modeling the Wheels Part 1
Modeling the Wheels Part 2
Modeling the Body Part 1
Modeling the Body Part 2
Modeling the Body Part 3
Modeling the Body Part 4
Modeling the Body Part 5
Modeling the Body Part 6
Modeling the Body Part 7
Modeling the Body Part 8
Modeling the Body Part 9
Modeling the Body Part 10
Modeling the Body Part 11
Modeling the Interior Part 1
Modeling the Interior Part 2
Modeling the Interior Part 1
Modeling the Interior Part 2
Modeling the Interior Part 3
Modeling the Interior Part 4
Cleaning Up Our Model Part 1
Cleaning Up Our Model Part 2
Cleaning Up Our Model Part 3
Cleaning Up Our Model Part 4
View Vehicle on Turntable
Part 2 of the Concept Vehicle Lab (Really Cool!)
Basic Modeling Part 1
Basic Modeling Part 2
Basic Modeling Part 3
Basic Modeling Part 4
Basic Modeling Part 5
Basic Modeling Part 6
Basic Modeling Part 7
Basic Modeling Part 8
Basic Modeling Part 9
Basic Modeling Part 10
Basic Modeling Part 11
Basic Modeling Part 12
Modeling the Tires Part 1
Modeling the Tires Part 2
Modeling the Tires Part 3
Modeling the Tires Part 4
Modeling the Tires Part 5
Modeling the Tires Part 6
Modeling the Tires Part 7
Modeling the Tires Part 8
Modeling the Tires Part 9
Color Blocking Part 1
Color Blocking Part 2
Color Blocking Part 3
Color Blocking Part 4
The Ruck Bed
The Hatch
The Foot Grip
The Lights
The Metal Plating
The Metal Padding
The Tailgate
The Footstep
The Chairs
The Consoles
Dirt
Wear and Tear Texturing Part 1
Wear and Tear Texturing Part 2
Wear and Tear Texturing Part 3
Wear and Tear Texturing Part 4
Wear and Tear Texturing Part 5
Wear and Tear Texturing Part 6
Wear and Tear Texturing Part 7
Wear and Tear Texturing Part 8
Wear and Tear Texturing Part 9
Wear and Tear Texturing Part 10
Wear and Tear Texturing Part 11
Wear and Tear Texturing Part 12
Markings Part 1
Markings Part 2
Specular Part 1
Specular Part 2
Normal Map
Spec Colors
Spec Mapping the Wheels
Texture Review
Creating the Composite
Finishing the Lights
Study of Perspectives
Introduction
Terms and Definitions
One Point Perspective
Two Point Perspective
Three Point Perspective
Four Point Perspective
Five and Six Point Perspective
Fence
Orthographic
Ortho Building
More on Ortho Building
One Point Perspective View From Plan
More on One Point Perspective View From Plan
Two Point Perspective View From Plan
One Point Perspective Grid From Plan
One Point Perspective Grid Simple
Two Point Perspective Grid From Plan
Two Point Perspective Grid Simple
Subdivide Planes
Two Point Perspective Sloping Planes
Pyramid
Cast Shadows and Light
One Point Perspective Curve Road Slope
Two Point Perspective Curve Road Slope
Rotating Objects
Reflection Example
Spherical mapping types
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