I've decided to follow a YouTube series on how to model a low poly treasure chest in 3ds MAX. The purpose of this is the develop my skills and improve upon what little I already know about the program so that I can move onto efficiently and independently developing game assets that meet an industry standard. What I've learned from following this tutorial is • The importance of welding vertices together to ensure when it comes to UV unwrapping and texturing that there aren't any imperfections. • How to correctly use the extrude and bevel tools to bring out (or sink in) polys on your model. • How to use modifiers such as the symmetry whereas to duplicate everything in a certain direction (x, y, z) and save having to copy/ mirror everything manually. With the second part of the tutorial complete, I have my completed model of a treasure chest that looks nearly identical to how it was taught in the video (the video advised using rough estimations for where certain assets go). I've decided that instead of moving onto UV unwrapping (part 3) and texturing (parts 4 and 5) the chest, I'd use the next few sessions using what I've learnt from these tutorials to develop my own low poly models that, once I learn how to use game development software such as Unity or Unreal Engine 4, I can use as game assets.
Having spent my first year at Gateway College doing animation and print media, I've never actually attempted 3D modeling before. That being said I spent a significant amount of last year working alongside games development students who I watched 3D model assets for their projects, so the concept isn't entirely foreign to me.
I felt at ease knowing we'd be using 3ds MAX since that's the software we used last year for rigging and animation. Having spent some time away from the software, I feel I may need to take some time to relearn the interface and hotkeys to speed up navigation and workflow. In our first lesson, we were tasked with using primitive shapes in the geometry rollout to replicate tools and stationary in the classroom such as staplers and hole-punchers.
During the back end of the lesson, we quickly touched on the difference between vertices, edges and faces of a 3d model. Vertices are the points that edges travel along to create faces, the points of a 3d model. An edge makes up the sides of a poly on the 3d model. If a poly is deleted and a empty frame of edges is left in it's wake, that's what's know as a border and can has it's own selection properties in the modify editable poly rollout. Finally so long as everything is welded and attached, modellers can select the entire model as an element and transform it's position, rotation or scale from there.


I've decided to follow a YouTube series on how to model a low poly treasure chest in 3ds MAX. The purpose of this is the develop my skills and improve upon what little I already know about the program so that I can move onto efficiently and independently developing game assets that meet an industry standard. What I've learned from following this tutorial is • The importance of welding vertices together to ensure when it comes to UV unwrapping and texturing that there aren't any imperfections. • How to correctly use the extrude and bevel tools to bring out (or sink in) polys on your model. • How to use modifiers such as the symmetry whereas to duplicate everything in a certain direction (x, y, z) and save having to copy/ mirror everything manually. With the second part of the tutorial complete, I have my completed model of a treasure chest that looks nearly identical to how it was taught in the video (the video advised using rough estimations for where certain assets go). I decided against moving onto UV unwrapping (part 3) and texturing (parts 4 and 5) until I better understand using proper topology.
So hopefully once I start developing my own models, I'll be able to work quickly and be able to use my own initiative to know what methods and modifiers I should use to create efficient game assets for future projects!
The tutorial series I used to make the chest model is here:
Having spent my first year at Gateway College doing animation and print media, I've never actually attempted 3D modeling before. That being said I spent a significant amount of last year working alongside games development students who I watched 3D model assets for their projects, so the concept isn't entirely foreign to me.
I felt at ease knowing we'd be using 3ds MAX since that's the software we used last year for rigging and animation. Having spent some time away from the software, I feel I may need to take some time to relearn the interface and hotkeys to speed up navigation and workflow. In our first lesson, we were tasked with using primitive shapes in the geometry rollout to replicate tools and stationary in the classroom such as staplers and hole-punchers.
During the back end of the lesson, we quickly touched on the difference between vertices, edges and faces of a 3d model. Vertices are the points that edges travel along to create faces, the points of a 3d model. An edge makes up the sides of a poly on the 3d model. If a poly is deleted and a empty frame of edges is left in it's wake, that's what's know as a border and can has it's own selection properties in the modify editable poly rollout. Finally so long as everything is welded and attached, modellers can select the entire model as an element and transform it's position, rotation or scale from there.

I've decided to follow a YouTube series on how to model a low poly treasure chest in 3ds MAX. The purpose of this is the develop my skills and improve upon what little I already know about the program so that I can move onto efficiently and independently developing game assets that meet an industry standard. What I've learned from following this tutorial is • The importance of welding vertices together to ensure when it comes to UV unwrapping and texturing that there aren't any imperfections. • How to correctly use the extrude and bevel tools to bring out (or sink in) polys on your model. • How to use modifiers such as the symmetry whereas to duplicate everything in a certain direction (x, y, z) and save having to copy/ mirror everything manually. With the second part of the tutorial complete, I have my completed model of a treasure chest that looks nearly identical to how it was taught in the video (the video advised using rough estimations for where certain assets go). I decided against moving onto UV unwrapping (part 3) and texturing (parts 4 and 5) until I better understand using proper topology.
So hopefully once I start developing my own models, I'll be able to work quickly and be able to use my own initiative to know what methods and modifiers I should use to create efficient game assets for future projects!
The tutorial series I used to make the chest model is here:
3D Modelling - First Two Weeks
Reviewed by Ben Roughton
on
May 21, 2018
Rating:
Reviewed by Ben Roughton
on
May 21, 2018
Rating:



No comments: