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Creating sword model that look like on a game, You’ll need a copy of 3D Studio Max and a high resolution picture of the weapon you want to model. (If you are a very good artist then also a lowres version will do. But then you probably won’t need this tutorial anyway.). The best start is to create a simple box object (create?standard primitives ?box) and apply the picture of the sword as a surface texture. a) create a box object. It should roughly look like a board. b) Then oben the material editor. c) Click one of the grey standard materials and open the ‘maps’ rollout. d) Click on the entry ‘none’ to the right of ‘diffuse color’ and choose the big picture of. In principle there are at least two different ways to create a good looking model: 1. You create all details of the original as polygons. 2. You create a very basic structure and apply a good looking texture. The reasoning behind number two is that most models are only seen from afar and great polygon detail is not necessary. The pommel will be done using a path extrusion object and applying a scale deform. No panic. We’ll go through it step by step. First we create a circle shape. Here we can define how the circle object is being scaled along the path. Adjust the scaling along the path to match the shape of the hilt. Add new point in the path where necessary. The only thing left is to scale and align the four objects which make up this sword so that
everything looks a little smoother. As this is basic 3D Max I won’t go into details here. Just take a look at the documentation of max, it has very good examples. The result is a little bit darker but looks very detailed. Compare this to the simple model you made ! And yes, because you used the Netimmerse (TES) shader the bump mapping will look very good in game as well.

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Tags : 3d studio max, circle shape, bump mapping, surface texture, two different ways, diffuse color, material editor, standard materials, editor c, pommel, model 1, hilt, polygons, primitives, extrusion