Asset Workflow Series: The Briefcase Part 1

A complete modeling and unwrapping workflow for a briefcase game asset
Software: 3ds Max

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Author: Alec Moody
Alec Moody is a freelance artist living in the North Carolina Research Triangle area. The majority of his professional experience has been working on PC racing simulators and multi-platform First-person shooters. Alec holds a B.F.A. in photography from the Savannah College of Art and Design and is motivated by his interests in light, surface, and mechanical construction. http://www.alecmoody.com
Runtime: 236 Mins
Skill Level: intermediate
Summary
In Part 1 of this series we'll take a complete look at modeling and unwrapping a hard-surface prop. We'll start by creating a high poly version of this bomb case game asset. Then we'll easily make the low poly model using quick modifier stack shortcuts taken while modeling the high res version. Next, we will discuss the UV unwrapping process and explain the important relationship between Normal maps, UV unwrapping and Smoothing groups.
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