In this course, we'll look at methods for modular modeling inside 3ds Max. When it comes to creating believable game art, detail and structure are important. With that in mind, we'll cover a detailed process to ensure our model has a final look that'll transition well. We'll also make sure our models will work later in the process, such as baking and detailing in ZBrush. By the end of this 3ds Max tutorial, you'll understand the subdivision modeling practices needed to finish out your own modular structure for games. Software required: 3ds Max 2014.
Introduction and Project Overview Hi everyone, my name is Dan Cox. I'm an artist at Capybara Games, and my latest projects includes Splinter Cell: Blacklist and Below. In this course, we're going to use subdivision modeling practices to refine and detail our modular game art structure we started in another series. Some of the key takeaways from watching this course include learning how to take a modular design to completion, speed up your hard surface modeling pipeline, and finalize a conceptual design for production. By the end of the training, you will have a better understanding of how to detail, refine, and expand on modular game structures. After which, we can export to ZBrush, or simply optimize and bake out for using a game engine. I'm excited to share these tips and techniques with you. Let's get started with the first lesson.