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Tuts+ Premium - Creating a Next-Gen Video Game Hot Rod: the Complete Workflow

Tuts+ Premium - Creating a Next-Gen Video Game Hot Rod: the Complete Workflow

Tuts+ Premium - Creating a Next-Gen Video Game Hot Rod: the Complete Workflow | 6.58 GB
English | .Flv | h264 546 kbps | 1280 x 720 15fps | aac 44,1kHz 157 kbps
Release Date: Feb 16th 2011 | Requirements: 3ds Max | Difficulty: Advanced
Genre: eLearning

Amazing exclusive tutorial for 3D Studio Max from Laurens Corijn, demonstrating the complete cycle of the car hot rod of the next generation of video games.

In this first part of the series, Laurens takes you through the first planning and design steps, such as gathering inspiration, collecting reference, and fleshing out the idea, and then demonstrates how to get started with the first rough blockout of the model.

In this second part of our mammoth series, Laurens will show you how to add technical details to the blockout (created in part 1) that was used to define the final proportions and design. A big focus of this part of the tutorial will be how to use and interpret reference when creating mechanical components, as well as understanding what you are effectively modeling.

This tutorial can be followed as part of the larger series, but it can also be viewed as a standalone tutorial for creating an impressive highpoly engine block. It even includes a bonus video that explains how to make a nice render setup for this sort of highpoly mechanical work!!

Now in the fourth part of our mammoth series, we will follow Laurens as he completes the high poly mesh of his hot rod, all the while making sure that is will be suitable for baking onto a low poly realtime model.

Now, in the fifth part of our mammoth series, Laurens will demonstrate how to carefully design your low poly model in the most efficient way possible, while still being optimal for baking the details from your high poly model into a normal map texture.

After having finished the task of modeling, we will now jump into the unwrapping on Day 6 of our Hot Rod series. We will show you some important methods that can improve your overall unwrapping workflow, and some tips regarding optimizing your UVís for proper baking later on. You will also be introduced to some handy 3ds Max scripts that can make your life loads easier when unwrapping.

Now that weíve wrapped up the UVís in the previous part, itís time to get to business with some serious normal map baking. Youíll 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.

Day 8
Finally, itís 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.

Today, one of our most popular tutorial series ever comes to an end, as we present the final part of Laurens Corijnís 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!

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