Introduction
Welcome
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What you should know before watching this course
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Using the exercise files
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Setting up the Max project
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A quick word about gamma and scale
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Setting up the scene
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1. Modeling and Unwrapping the Drive Wheel Assembly
Creating the hub
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Shaping the hub
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Unwrapping the hub
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Creating the drive shaft, part 1
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Creating the drive shaft, part 2
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Using symmetry modifiers to keep the shape
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UV mapping the drive shaft
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Building the drive cylinder
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Using guide objects
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Detailing the drive wheel
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Finishing off the drive wheel
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Setting up UV maps for the wheels
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2. Building and UV Mapping the Wheels and Tread
Creating the main wheel support
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Refining the wheel support model
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Creating the wheels
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Modeling the wheels detail
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Prepping the model for UV unwrapping
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Unwrapping the wheels and support
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Creating the single wheel
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Uwrapping the single wheel
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Creating the main support
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Unwrapping the main support
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Modeling the tread assembly frame
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Creating the rest of the frame
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UV mapping the frame mesh
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Using splines to create the tracks
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Unwrapping the tracks
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3. Creating and Mapping the Head
Modeling the head shape
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Creating the eye sockets
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Detailing the shape
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Unwrapping the head
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4. Modeling and UV Mapping the Piston Assembly
Creating the piston support
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UV mapping the support
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Creating the support arm
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Detailing the end of the arm
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Unwrapping the support arm
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Building the piston
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Mapping the piston
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Creating the piston connector
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Unwrapping the connector
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5. Final Modeling, FBX Export, and Normal Map Baking
Creating the scoop base shape
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Refining the scoop
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Unwrapping the scoop
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Attaching the mesh back together
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Exporting the model
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Baking out the normal map
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Fixing the normal map issue
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Ex_Files_GameArt_UVMap.zip
(1.7 GB)