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Ben Bolton

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.