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Creating Game Weapons in 3ds Max and Mudbox
Creating Game Weapons in 3ds Max and Mudbox
Date: 02 April 2011, 18:07

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Creating Game Weapons in 3ds Max and Mudbox
Genre: eLearning | ISO | 545 MB

In this course we will use Mudbox and 3ds Max to build and detail a bladed weapon.
While 3ds Max is great at creating models very quickly and efficiently, Mudbox excels at interactively sculpting complex detail. By using these two packages in conjunction, we can leverage their respective strengths to quickly create a cohesive digital asset. After building our base geometry of our sample project, a bladed weapon, and adding UVs in 3ds Max, well take the geometry into Mudbox to begin sculpting. Well add a variety of detail, as well as using Channel painting to create textures for the color and specularity of the models. Well also output normal maps and ambient occlusion maps. Finally, well put everything back together in 3ds Max. Upon completion, you be able to create your own weapons or props using these two powerful programs.
1. Introduction and Project Overview
2. Building the base of the weapon
3. Creating uvs for the base geometry
4. Adding the large blades
5. Modeling the small blades
6. Building the handle
7. Transferring geometry to Mudbox
8. Sculpting the guard
9. Finishing the guard detail
10. Painting the guard
11. Detailing the blades
12. Detailing the handle
13. Adding specular maps
14. Exporting assets from Mudbox
15. Assembling the finished weapon in 3ds Max

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