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Hot Rod

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 1

Twice a month we revisit some of our reader’s favorite posts from throughout the history of Cgtuts+. Today we have an awesome 3D Studio Max tutorial by Laurens Corijn covering the complete workflow for creating a next gen video game hot rod. The start of this amazing 9 day tutorial series was first published back in January of 2010 and proved to be incredibly popular with our Max users! Let’s take a look back…


This entry is part 5 of 12 in the Best of 3D Studio Max – Part 1 Session
Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 9

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 9

Today, one of our most popular tutorial series ever comes to an end, as we present the final part of Laurens Corijn’s incredible 9-day Hot Rod tutorial. In this part, Laurens takes us through how to finalise the remaining textures and take our model to completion!

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 8

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 8

Finally, it’s time to start texturing your Hot Rod model. Using the finished normal maps, we will bake out Ambient Occlusion with Vray, which we will then be able to use as a base to start texturing. We will fully texture the wheels and get about halfway with the chassis in this part. A lot of important aspects of texturing will be covered, such as hand painting as much as possible, layer management, non-destructive workflow, and creating additional maps such as specular and glossiness

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 7

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 7

Now that we’ve wrapped up the UV’s in the previous part, it’s time to get to business with some serious normal map baking. You’ll be taken from a simple bake that shows an almost ideal baking scenario, to some very difficult examples such as the drivetrain and engine. Smoothing groups, UV splits/seams, cage setup and tweaking, and filtering settings, etc.. are all covered in detail. A few exceptionally difficult normal map problems, as well as their respective solutions, are also shown in this video.

Creating a Next-Gen Video Game Hot Rod: the Complete Workflow – Day 3

Ever wanted to know how the artists create those amazing cars for AAA video game titles? Well here’s your chance to find out. In this incredible CGTuts+ exclusive tutorial series, you will follow professional CG artist and teacher Laurens Corijn as he creates a high quality, next-gen, normal mapped Hot Rod for realtime use.