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Ballistic Shield: Day 1 – Modeling

Ballistic Shield: Day 1 – Modeling

This entry is part 1 of 3 in the series 'Ballistic Shield'

In this tutorial we’ll Model, UVMap and Texture a high poly Ballistic Shield in 3d Studio Max 2012. Throughout the project we’ll make extensive use of many of Max’s built in modeling tools and modifiers to create the shield. Once we have the high-res model constructed, we’ll go through a manual optimization process to significantly reduce the poly count before moving onto uvmapping and texturing in Days 2 & 3.

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

Ballistic Shield: UVMapping With The Unwrap UVW Modifier In 3ds Max

This entry is part 2 of 3 in the series 'Ballistic Shield'

Today in part 2 of the Ballistic Shield project we’ll use Max’s built in Unwrap UVW modifier to lay down mapping coordinates on our optimized model. We’ll mainly use a combination of the ‘Convert Edge Selection To Seams’ function and Pelt mapping to unwrap each and every piece of the model before organizing our UVs, and doing a final pack. Along the way we’ll speed things up by using some of the new UV tools offered in 3d Studio Max 2012.

Ballistic Shield: Texturing, Lighting & Rendering with 3ds Max, Photoshop and xNormal

Ballistic Shield: Texturing, Lighting & Rendering with 3ds Max, Photoshop and xNormal

This entry is part 3 of 3 in the series 'Ballistic Shield'

In the third and final part of the Ballistic Shield tutorial. We’ll use the free program xNormal to bake out an ambient occlusion map, before moving into Photoshop to start working on our Diffuse, Bump, Opacity and Specular maps. We’ll look at some simple ways to create convincing metal textures using a combination of both images and masking techniques. Once we have the Diffuse map finalized, we’ll use it to quickly create the remaining texture maps before heading back to 3D Studio Max to construct the shader and setup the final lighting for our scene.