Hello everyone, my name is Graham. For a while now, I've been interested in teaching people much of what I know in 3ds max and now I've decided to make that idea become real. I've never taught anyone anything before, and I feel that as artists, there is always room for improvement and to grow; however, I have enough experience with 3d modeling and texturing to teach people how to make a game-ready 3d model and implement it into the Unreal Development Kit and the Source Engine.
This Monday, Tuesday, and Wednesday 8:00 PM Eastern, I'll be going over the fundamentals of the various features inside of 3ds max, how to construct your own model in max, and my texturing techniques in Photoshop as well as how to implement this model and texture into UDK and SDK. I'll be modeling a weapon for the "Medic" class in Team Fortress 2 and submitting it to the Steam Workshop.
If you are interested in signing up for this free mini 3d modeling live stream, please follow me over Twitter and Twitch. Regarding Twitter, I'll only post tweets regarding times that I'm going to live stream. There are hundreds of tutorials on YouTube on how to create your own 3d model, texture it, and even make it game ready by implementing it into a game engine; however, the major benefit to this over those tutorials is my presence. I'll be there to try and answer questions to those who're interested.
On all three days that I'll be live streaming, I'll post an announcement in this thread.
Key features I will Teach:
1. Fundamentals of 3ds max features, such as: Basics of Primitives and Splines, Editable Poly, Editable Spline, Various Useful Modifiers, Pros and Cons to using a Boolean, and much more.
2. Unwrapping your models: What you should and should not do, and how to prepare for texturing.
3. Using Photoshop to create a Diffuse, Specular and Normal Map without 3rd party plugins like NVidia Tools.
4. Basics of Rigging and Skinning.
5. Importing your game-ready weapon into UDK, and SDK and submitting it to Valve's Team Fortress 2 "Steam Workshop".
Tools you will need:
3DS Max 2013 ~ I recommend a trial or student version.
WallWorm 3DS Max 2013 Tools ~ For Exporting .SMD
Photoshop CS6
Team Fortress 2 Photoshop Brushes
Unreal Development Kit ~ Just to import your model. Not to get the weapon into your characters hands.
Source Development Kit ~ Download from Steam under "Tools". I'll show how to get your weapon into a Team Fortress 2 character's hand.
You can view some of my art here:
http://graham3d.carbonmade.com/
https://sketchfab.com/graham3d/recent
Follow me on Twitter to see exactly when I'll be live streaming:
https://twitter.com/_Graham3D_
http://www.twitch.tv/graham3d/old
This Monday, Tuesday, and Wednesday 8:00 PM Eastern, I'll be going over the fundamentals of the various features inside of 3ds max, how to construct your own model in max, and my texturing techniques in Photoshop as well as how to implement this model and texture into UDK and SDK. I'll be modeling a weapon for the "Medic" class in Team Fortress 2 and submitting it to the Steam Workshop.
If you are interested in signing up for this free mini 3d modeling live stream, please follow me over Twitter and Twitch. Regarding Twitter, I'll only post tweets regarding times that I'm going to live stream. There are hundreds of tutorials on YouTube on how to create your own 3d model, texture it, and even make it game ready by implementing it into a game engine; however, the major benefit to this over those tutorials is my presence. I'll be there to try and answer questions to those who're interested.
On all three days that I'll be live streaming, I'll post an announcement in this thread.
Key features I will Teach:
1. Fundamentals of 3ds max features, such as: Basics of Primitives and Splines, Editable Poly, Editable Spline, Various Useful Modifiers, Pros and Cons to using a Boolean, and much more.
2. Unwrapping your models: What you should and should not do, and how to prepare for texturing.
3. Using Photoshop to create a Diffuse, Specular and Normal Map without 3rd party plugins like NVidia Tools.
4. Basics of Rigging and Skinning.
5. Importing your game-ready weapon into UDK, and SDK and submitting it to Valve's Team Fortress 2 "Steam Workshop".
Tools you will need:
3DS Max 2013 ~ I recommend a trial or student version.
WallWorm 3DS Max 2013 Tools ~ For Exporting .SMD
Photoshop CS6
Team Fortress 2 Photoshop Brushes
Unreal Development Kit ~ Just to import your model. Not to get the weapon into your characters hands.
Source Development Kit ~ Download from Steam under "Tools". I'll show how to get your weapon into a Team Fortress 2 character's hand.
You can view some of my art here:
http://graham3d.carbonmade.com/
https://sketchfab.com/graham3d/recent
Follow me on Twitter to see exactly when I'll be live streaming:
https://twitter.com/_Graham3D_
http://www.twitch.tv/graham3d/old