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Ben Bolton

Ben Bolton is a freelance game artist and student from New Hampshire. He has four years experience with weapon and environment modeling, and has contributed to several Source engine mods. He is currently attending Champlain College in the Game Art and Animation program. You can view his portfolio website at: www.benbolton.com.

Next-Gen Weapon Creation – Day 1: The High-Poly Model

Twice a month we revisit some of our reader’s favorite posts from throughout the history of Cgtuts+. Today we have a great 4 day 3D Studio Max tutorial by Ben Bolton, focusing on creating a next-gen weapon. This tutorial was originally published back in August of 2009, and proved to be very popular with our Max users. So let’s revisit it!


This entry is part 9 of 12 in the Best of 3D Studio Max – Part 1 Session

Using Splines to Add Detail to Your High-Poly Model in 3ds Max

Splines are an often-overlooked aspect of 3ds max when it comes to game art. Most people know that you can use a spline for a wire – but you can also use it for things like grooves, whole objects like handles, and even text! In this tutorial, we’ll take a look at some of these advanced ways that splines can be used to save a lot of time on tasks that would otherwise have to be done by hand.

Next-Gen Weapon Creation – Day 4: Diffuse and Specular Textures

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the conclusion to this next-gen knife series, we begin the texturing phase of the asset creation process in Photoshop and 3ds Max.

Next-Gen Weapon Creation – Day 3: Unwrapping and Texture Baking

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In the third tutorial of this knife creation series, we will examine UV mapping and baking, two highly complementary sciences.

Next-Gen Weapon Creation – Day 2: The Low-Poly Model

Creating weaponry effectively in a next-gen workflow requires detailed knowledge of a variety of very specific skills and tools. In this, the second day of the next-gen knife modeling series, you will tackle the creation of your low-poly model, by cleverly reverse-engineering the high-poly source mesh.