Digital Tutors - Modeling Low Polygon Game Characters in 3ds Max (Size: 2.31 GB)
| | 24_begin.max | 556 KB |
| | 26_end.max | 552 KB |
| | 26_begin.max | 544 KB |
| | 25_begin.max | 540 KB |
| | 23_begin.max | 536 KB |
| | 22_begin.max | 504 KB |
| | 21_begin.max | 500 KB |
| | 20_begin.max | 488 KB |
| | 19_begin.max | 464 KB |
| | 18_Begin.max | 432 KB |
| | Warrior_Front_Ref.jpg | 434.01 KB |
| | Warrior_Profile_Ref.jpg | 276.52 KB |
| | background.jpg | 808 bytes |
| | Modeling Low Poly Game Characters in 3ds Max.mxp | 1.08 KB |
| | 17_Adding_the_skull_to_the_belt.flv | 132 MB |
| | 12_Finishing_the_head.flv | 131.35 MB |
| | 21_Adding_the_horns_to_the_helmet.flv | 129.51 MB |
| | 24_Optimizing_the_model.flv | 119.35 MB |
| | 18_Creating_the_boots.flv | 112.01 MB |
| | 14_Creating_the_shoulder_armor.flv | 107.92 MB |
| | 06_Blocking_out_the_leg.flv | 106.1 MB |
| | 05_Building_the_arms.flv | 100.89 MB |
| | 08_Blocking_in_the_hands.flv | 100.29 MB |
| | 15_Building_the_gloves.flv | 97.69 MB |
| | 07_Creating_the_feet.flv | 97.15 MB |
| | 04_Creating_the_shoulder.flv | 95.85 MB |
| | 09_Finishing_the_hands.flv | 93.23 MB |
| | 19_Finishing_the_boots.flv | 91.49 MB |
| | 22_Building_the_axe.flv | 91.22 MB |
| | 25_Improving_the_silhouette_of_the_face.flv | 89.02 MB |
| | 11_Blocking_in_the_face.flv | 87.73 MB |
| | 13_Retopologizing_the_model.flv | 87.47 MB |
| | 20_Creating_the_helmet.flv | 84.97 MB |
| | 16_Creating_the_base_of_the_belt.flv | 83.96 MB |
| | 03_Blocking_the_torso.flv | 68.07 MB |
| | 02_Setting_up_the_scene.flv | 68 MB |
| | 10_Refining_the_silhouette_of_the_body.flv | 66.49 MB |
| | 23_Creating_the_loin_cloth.flv | 56.63 MB |
| | 26_Adding_the_ears.flv | 48.49 MB |
| | 01_Introduction_and_project_overview.flv | 6.57 MB |
Description
In this series of 3ds Max tutorials we will discuss tips and techniques for creating low polygon game characters used in MMO style games. We'll start off by discussing how to set up our scene in 3ds Max that will help us work more effectively while creating our low polygon character. Then we'll jump right into modeling the torso and continue building the base body, all the while paying close attention to our polygon count limit. Once the base body is complete, we'll begin modeling the armor pieces for our character. Finally, once everything is complete, we'll learn optimization techniques and make any final modifications to the model.
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