Mech Tutorial - 3Ds Max & Substance Painter
Do you consider a 3D Artist career and like mechs? This course will equip you with powerful techniques and skills as you would use them in the AAA video game industry. Learn to model, unwrap, bake and texture as well as creating portfolio ready renders!
All Reviews:
Positive (11) - 90% of the 11 user reviews for this series are positive.
Release Date:
Jul 27, 2017
Production:
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Series Content

3Ds Max 2017 - Modeling & Unwrapping
Substance Painter - Baking & Texturing
1. Mech Modeling - S01E01
Jul 23, 2017
20 minutes
We are getting started with a scene setup for our reference images which you will find under the essential files (software tab in steam). After that we continue to work on our foot and the connecting leg.
2. Mech Modeling - S01E02
Jul 23, 2017
20 minutes
We continue to work on the leg and just as with the foot before already apply our chamfer modifer and turbosmooth to it to get an early impression of how our high poly will look later on. We also make use of a first Boolean operation.
3. Mech Modeling - S01E03
Jul 23, 2017
19 minutes
We continue with the upper leg while making use of existing geometry from the leg below it. That way we already have a head start and everything perfectly in place as supposed to.
4. Mech Modeling - S01E04
Jul 23, 2017
20 minutes
We carry on with the rail gun part and perform a rather complex Boolean operation that requires us to make use of the vertex cleaner script which you can get for free at http://www.scriptspot.com/3ds-max/scripts/vertex-cleaner
5. Mech Modeling - S01E05
Jul 23, 2017
20 minutes
We do more work to the rail gun and continue with the barrel part of it.
6. Mech Modeling - S01E06
Jul 23, 2017
24 minutes
We add a chain to our rail gun and make sure that everything works well with our chamfer and turbosmooth modifiers before carrying on with the next weapon on the mech: the flamethrower.
7. Mech Modeling - S01E07
Jul 23, 2017
20 minutes
We continue to work on the tank as well as the barrel part of the flame thrower. After that we start working on the main body of the mech from a frontal position.
8. Mech Modeling - S01E08
Jul 23, 2017
20 minutes
The main body will keep us busy for a while as we refine the shapes more and more. We start to add some details to the visor part of the mech.
9. Mech Modeling - S01E09
Jul 23, 2017
10 minutes
We add more details to the mech and start working on the bottom part of the body as well as cutting in some holes for the arm joints.
10. Mech Modeling - S01E10
Jul 23, 2017
20 minutes
We add a whole bunch of different details to the body part of the mech as well as some separate parts that we attach to it.
11. Mech Modeling - S01E11
Jul 23, 2017
20 minutes
We add more details such as the headlights and the vents and overall add more refinement to the shape of the body.
12. Mech Modeling - S01E12
Jul 23, 2017
18 minutes
It's time to add some details to the back part of the body which so far hasn't gotten much attention. We cut in a few vent holes to give it more of an interest.
13. Mech Modeling - S01E13
Jul 23, 2017
20 minutes
It's time to apply smoothing groups, chamfer and turbosmooth modifiers to the body of the mech to make sure we are able to have a good high poly base.
14. Mech Modeling - S01E14
Jul 23, 2017
20 minutes
We continue with the high poly pass and then create the join parts that connect both the weapons and the legs with the mech. We also cut in some extra holes for the leg joints.
15. Mech Modeling - S01E15
Jul 23, 2017
19 minutes
We revisit the upper leg to add some more details to it and also add more details to the face/visor part of the mech.
16. Mech Modeling - S01E16
Jul 23, 2017
20 minutes
It's time to add some more details to the feet as well as creating some cables that wrap around some parts of the mech. We carry on with overall detail refinements throughout the body.
17. Mech Modeling - S01E17
Jul 23, 2017
20 minutes
We add a few more details like an antenna before we jump into the unwrap editor. It's time to unwrap our lowpoly model.
18. Mech Modeling - S01E18
Jul 23, 2017
20 minutes
We have a lot of unwrapping to do and we tackle the body first.
19. Mech Modeling - S01E19
Jul 23, 2017
20 minutes
We are doing more unwrapping on the body.
20. Mech Modeling - S01E20
Jul 23, 2017
20 minutes
More unwrapping on the body and business as usual as we unwrap, peel and align our UV Shells.
21. Mech Modeling - S01E21
Jul 23, 2017
18 minutes
We carry on with more body unwrapping and then continue with the upper leg part as a next element.
22. Mech Modeling - S01E22
Jul 23, 2017
18 minutes
We work (unwrap) our way through the upper leg as well as the one below it and the feet of the mech.
23. Mech Modeling - S01E23
Jul 23, 2017
19 minutes
We jump out of the unwrap editor to beef up the railgun a bit more, then we carry on unwrapping it.
24. Mech Modeling - S01E24
Jul 23, 2017
16 minutes
The rail gun is quite complex and we continue to unwrap the many parts it has.
25. Mech Modeling - S01E25
Jul 23, 2017
20 minutes
More unwrapping on the parts that hold the guns as well as the piece that has the cables coming in and out at the front part of the mech.
26. Mech Modeling - S01E26
Jul 23, 2017
20 minutes
Time to unwrap the antenna as well as the flamethrower of the mech.
27. Mech Modeling - S01E27
Jul 23, 2017
21 minutes
We are getting into the crucial phase where we need to make decisions about which parts to share on our texture and which to keep unique.
28. Mech Modeling - S01E28
Jul 23, 2017
18 minutes
We make use of the packing tools that Max comes with as we pack together our two main material ID's. One for the body of the mech, the other for all the attachments to it.
29. Mech Modeling - S01E29
Jul 23, 2017
22 minutes
We use textools to apply smoothing groups per UV island which is crucial for our later bake. We also start applying a naming convention to our individual parts so that it will bake out the right way in Substance Painter later on.
30. Mech Modeling - S01E30
Jul 23, 2017
16 minutes
We carry on with more naming convention and encounter some flipped faces that requires us to make use of reset x form.
31. Mech Modeling - S01E31
Jul 23, 2017
19 minutes
After we are done with the unwrap it's time to revisit our high poly model. We are adding a edge paneling to many of the parts to give it more detail.
32. Mech Modeling - S01E32
Jul 23, 2017
21 minutes
We continue adding more detail to the high poly just as before.
33. Mech Modeling - S01E33
Jul 23, 2017
20 minutes
We carry on with more high poly details. The more we add now the less work we have adding details in Painter and the better it will look on our normal map later on.
34. Mech Modeling - S01E34
Jul 23, 2017
13 minutes
We are done with the 3DS Max part of the tutorial and start exporting our files for Substance Painter where we will bake and texture everything.
1. Mech Texturing - S02E01
Jul 23, 2017
20 minutes
We take a good look at the fundamentals of Substance Painter and start baking out our maps. We also make use of Substance Share and Substance Source to acquire some extra files that will help us.
2. Mech Texturing - S02E02
Jul 23, 2017
20 minutes
We are still going over some of the essentials in Substance Painter before continuing with the actual base material for our mech. We have quite a bit of masking to do.
3. Mech Texturing - S02E03
Jul 23, 2017
19 minutes
We are adding glow to some parts of the mech as well as making use of procedural textures to get swirly effects on our cables. We also start to add a bit of wear and tear to our mech already.
4. Mech Texturing - S02E04
Jul 23, 2017
20 minutes
We add custom normal map information as well as painting in some markings.
5. Mech Texturing - S02E05
Jul 23, 2017
20 minutes
It's time for more wear and tear which is always a thin line of adding too much or too little. Let's try to get it right.
6. Mech Texturing - S02E06
Jul 23, 2017
19 minutes
We swap out our green base layer with a couple of different materials that we can switch at any time. This way we can achieve a whole bunch of different looks for our mech with a few clicks.
7. Mech Texturing - S02E07
Jul 23, 2017
20 minutes
Time to get busy on the attachment parts of our mech. Previously we copied over all the layers from the body and now it's time to adjust the masks to fit the attachments.
8. Mech Texturing - S02E08
Jul 23, 2017
20 minutes
We add a whole bunch of details, glow and extra normal map information to make it look more interesting.
9. Mech Texturing - S02E09
Jul 23, 2017
14 minutes
We paint in more custom glow and also .... Substance Painter 2017 just released. We can now use the "MatFx Detal Edge Wear" filter instead of the.. "damage_filter_example" that the tutorial comes with. It's a superior version that is now a fully integrated to Painter.
10. Mech Texturing - S02E10
Jul 23, 2017
17 minutes
Time to add a few more details to our mech before we consider the texture part done. Make sure to wach the free Marmoset part, either on the chamferzone youtube channel or here on Steam!
init_data: 0.0545, render: 0.044

Steam Video

This content is only available in an online streaming format. More information about streaming videos can be found in the Streaming Videos on Steam FAQ.

About This Series

Create a battle mech!


Do you think about a career in the video game industry as a 3D Artist and happen to like Battle Mechs? Then this tutorial might be perfect for you. Follow along as this comprehensive 15 hour+ long course as we model, unwrap, bake and texture a battle mech to current video game standards. Every step is documented without fast forwarding. At the end of the free part you have the option to learn even more with the extended edition in which we go over 10 more triple A quality PBR textures.

3Ds Max - Modeling

The modeling part covers the scene setup followed by the low and high-poly modeling in which we make use of advanced actions, modifiers and tools to help us create the battle mech. After the modeling process we will jump straight into the UVW Editor and focus on the importance of an optimized UV-Layout to get the maximum out of our later texture.

Substance Painter - Texturing

In the Substance Painter part we will then bake our normal map as well as other important support maps. Right after that you will learn how to make an ultra realistic texture for our mech. Learn how to create our base layer materials and how to use procedural textures, masks and generators to form up the wear and tear on our mech resulting in a photo realistic appearance. You will also get to know the latest tools that Substance Painter currently has to offer. Add additonal normal map with curvature and AO information and learn how to add text as well as creating an almost infinite amount of different looks and styles by switching out our base layers.

What are the requirements?

It is recommended to follow the course with the same software we use throughout the tutorial:
3Ds Max 2017 (can be 2016 and 2015 too) and Substance Painter 2 or the latest 2017 installement of Substance Painter.

Who is the target audience?

This tutorial is aimed at beginners as well as intermediate.
I try to avoid heavy use of shortcuts as much as I can during the lesson so that you can see which actions I use.

What do I get from this course?

  • 15 hours of fully documented and commented HD video content.
  • Game industry ready knowledge in modeling, unwrapping and texturing.
  • Essential reference images.
  • Final high-poly and low-poly mech for those that just want to follow the texturing part.

Instructor Biography

Hi! I'm Tim - Senior Weapons Artist at Digital Extremes where I proudly contribute to their latest game!
I started my 3D Artist career at Crytek before working at Ubisoft Toronto for five years. I worked on titles such as Far Cry 4, Splinter Cell Blacklist and the Crysis series as well as other non disclosed titles. In my spare time I enjoy creating tutorials in which I share all my tips and tricks which I gathered over the years. Let me help you avoiding mistakes and equipping you with powerful techniques and knowledge in game ready 3D art creation. See you in the tutorial! Cheers, Tim

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS *: Windows 7
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 1 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Additional Notes: Network Bandwidth of 5Mbps for 540p, 3Mbps for 360p.
    Recommended:
    • OS: Windows 10
    • Processor: Intel Core I3+ or AMD equivalent recommended for HD 1080p playback
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Network Bandwidth of 12Mbps for 1080p or 8Mbps for 720p.
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • OS: Mac OSX 10.7
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 1 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Additional Notes: Network Bandwidth of 5Mbps for 540p, 3Mbps for 360p.
    Recommended:
    • OS: Mac OSX 10.10+
    • Processor: Intel Core I3+ or AMD equivalent recommended for HD 1080p playback
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Network Bandwidth of 12Mbps for 1080p or 8Mbps for 720p.
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Linux Ubuntu 12.04 or later, SteamOS 2.20 or later
    • Processor: Intel Core 2 or AMD equivalent
    • Memory: 1 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Additional Notes: Network Bandwidth of 5Mbps for 540p, 3Mbps for 360p.
    Recommended:
    • OS: Linux Ubuntu 12.04 or later, SteamOS 2.20 or later
    • Processor: Intel Core I3+ or AMD equivalent recommended for HD 1080p playback
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Network Bandwidth of 12Mbps for 1080p or 8Mbps for 720p.

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