Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

November 9, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Pipeline and Workflow for Creating a Next-Gen Game Asset

In this tutorial will be exploring one of many production pipeline methods used for creating a next-gen game weapon. This process can easily be adapted to be used for any type of game asset, such as props, characters and environments.

This tutorial is designed for intermediate to advanced users and assumes that you have at least a fair understanding of each of the programs used. We will cover the entire process of creating a next-gen game asset, but I will not be going into a lot of detail for each specific step, just giving a general overview of the workflow involved. So let’s get started.

Creating The Lacuna Expanse Game Art – Session 2

Creating The Lacuna Expanse Game Art – Session 2

October 14, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art – SESSION 2
( Autodesk 3dsmax and Adobe Photoshop)

I hope you enjoyed the prior session of the Lacuna Expanse artwork tutorial. In this 2nd installment I will be discussing the experiences of taking a raw 3d render into photoshop and creating the finished detailed planetary tiles, with variations. I will also be discussing the ground base creation along with a bunch of quick notes at the end.

This set of articles is meant to educate on the processes with tips and general information rather than being a complete tutorial from start to finish with creating a certain object. If you would like a dedicated tutorial for a certain object or item in this session set please contact me or Instatuts.

The game is now released for play and has been a success thus far. There are well over a thousand people playing at the point of releasing this article. The IPhone App has also been released!

Creating The Lacuna Expanse Game Art – Session 1

Creating The Lacuna Expanse Game Art – Session 1

October 4, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art
( Autodesk 3dsmax and Adobe Photoshop)

In this 5 session set I will be going over my experiences with creating the world of artwork for the online and IPhone based game "Lacuna Expanse". The article set will start with JT Smith saying a few words about the game. Then I will begin to cover the difficulties and experiences involved with creating the mass of artwork and directing / creating the in-game and promotional materials. Then I will begin explaining the process of creating the artwork.

This set of articles is meant to educate on the processes with tips and general information rather than being a complete tutorial from start to finish with creating a certain object. If you would like a dedicated tutorial for a certain object or item in this session set please contact me or Instatuts.

Please take some time to check out the game. It can be played for free at www.lacunaexpanse.com

Author: Ryan W. Knope With Game Forward By JT Smith

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Creating A Space Ship In 3DS Max (Session 2)

Creating A Space Ship In 3DS Max (Session 2)

August 6, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Creating A Space Ship In 3ds Max (Session 2)
( Autodesk 3dsmax 2010)

Welcome to the 2nd session of creating a space ship in 3dsmax 2010. In this session we will go over mirroring, welding and other various detailing elements including the thruster system and decals. This tutorial should be used as a guide to create and design your own space ship.

I hope you enjoy this session.

Author: Ryan W. Knope

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Recently he has directed and created most of the artwork for the game "Lacuna Expanse".

Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Creating A Space Ship In 3DS Max

Creating A Space Ship In 3DS Max

June 25, 2010 in 3D, AutoDesk 3DSMax, Featured by Rufino

Creating A Space Ship In 3ds Max (Session 1)
( Autodesk 3dsmax 2010)

Here we will be begin to cover the modeling of a space ship in Autodesk 3ds Max. This is part 1 of a 2 part series. In this installment box modeling, soft selection, plugins and the use of modifiers will be covered. A general understanding of 3ds Max is needed for this tutorial. Topics covered in this tutorial can be applied to modeling a wide array of objects.

In this tutorial, I start by modeling both sides of the ship. About half way through, I stop modeling the other side of the ship, because we will mirror the other side, making it match perfectly.

Author: Ryan W. Knope

Ryan W. Knope is a freelance 3D / 2D Artist / Consultant with 13 years experience in the 3D and 2D industry. His main artistic love lies with interior and exterior rendering although he takes on just about every type of graphics work. Ryan is also the architectural / interior voice for 3D Artist Magazine’s Question and Answer Panel. He lives with his wife Krista, in sunny Denver, Colorado.

Setting Up A 3D Walk Through – Fly Through in 3DS Max

Setting Up A 3D Walk Through – Fly Through in 3DS Max

January 4, 2010 in 3D, AutoDesk 3DSMax, Featured by admin

Setting Up A 3D Walk Through – Fly Through
( Autodesk 3dsmax 2010)

In this tutorial we will go about the process of setting up a "Walk Through" or "Fly Through" animation in Autodesk 3dsmax. This Tutorial can be followed by users of other applications as well, since most of the functions can be transferred. The concept I am about to teach is pretty universal.

For those that are a bit more advanced I will spill the beans early… animate your camera along a path.

This tutorial is not meant to be a modeling guide for creating your environment. It is meant to teach you how to set up your animation after modeling the environment. Simple… maybe… maybe not… let’s take a look.

Creating A Detailed Master Plan Rendering – Part 4 – 3dsmax and Photoshop

Creating A Detailed Master Plan Rendering – Part 4 – 3dsmax and Photoshop

December 8, 2009 in 3D, AutoDesk 3DSMax, Featured, Photoshop by admin

Creating A Detailed Master Plan Rendering – Part 4
(Autodesk 3dsmax 2010 – Adobe Photoshop CS4)

Welcome to the fourth session of "Creating A Detailed Master Plan Rendering." In this session we will the following elements:

• Creating The Orchard Area.
• Non 0′ Site Grading.
• Non 0′ Steps And Planters.
• Starting Some Post Production

The focus of this rendering is based mainly off the site hardscape, planting and how it flows rather than the architecture of the buildings.

*NOTE* The final image shown below will be changing slightly as this is currently a live project.

Creating A Detailed Master Plan Rendering – Part 3 – 3D Studio Max and Photoshop

Creating A Detailed Master Plan Rendering – Part 3 – 3D Studio Max and Photoshop

December 4, 2009 in 3D, AutoDesk 3DSMax, Featured, Photoshop by ryanknope

Creating A Detailed Master Plan Rendering – Part 3
(Autodesk 3dsmax 2010 – Adobe Photoshop CS4)

Welcome to the third session of "Creating A Detailed Master Plan Rendering." In this session we will the following elements:

• Creating Roads.
• Buildings Surrounding The Site.
• The Driveway.
• 1 Building Design.
• Walk Way Covers.
• Water Feature Canopy.
• South Patios.

The focus of this rendering is based mainly off the site hardscape, planting and how it flows rather than the architecture of the buildings.

*NOTE* The final image shown below will be changing slightly as this is currently a live project.

Creating A Detailed Master Plan Rendering – Part 2 – 3DS Max and Photoshop

Creating A Detailed Master Plan Rendering – Part 2 – 3DS Max and Photoshop

December 3, 2009 in 3D, AutoDesk 3DSMax, Featured, Photoshop by admin

Creating A Detailed Master Plan Rendering – Part 2
(Autodesk 3dsmax 2010 – Adobe Photoshop CS4)

Welcome to the second session of "Creating A Detailed Master Plan Rendering." If you missed Part 1 of this tutorial, please visit, "Creating a Detailed Master Plan Rendering in 3dsmax and Photoshop." In this session we will the following elements:

• Setting up the 0′ grade hardscape (Walkways) and grass.
• Discussing area’s that can be lower LOD (Level Of Detail).

• Building Place Holders.
• Setting Up The Main View.
• Setting Up Detailed Materials
• Raised Feature Area
• Water Feature

The focus of this rendering is based mainly off the site hardscape, planting and how it flows rather than the architecture of the buildings.

*NOTE* The final image shown below will be changing slightly as this is currently a live project.

 

A Rapid Prototyping and .STL Informative Guide

A Rapid Prototyping and .STL Informative Guide

November 25, 2009 in 3D, Articles, AutoDesk 3DSMax, Featured by admin

A Rapid Prototyping and .STL Informative Guide
(Autodesk 3dsmax 2004 And Up)

Welcome to STL and Rapid Prototyping 101. Here we will be discussing the modeling preparation and use of a few applications as well as how to bring your model through the rapid prototyping or 3d printing process. At the end of this article we will output a boxer from a Stratasys Dimension SST machine in an ABS Plastic material.

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