3ds Max Tutorials of “God of War 86”(1)

3ds Max Tutorials of God of War 86

The fastest GPU & CPU [cloud rendering services](https://www.foxrenderfarm.com/cloud-rendering.html" cloud rendering services") provider, Fox Renderfarm still share with you 3ds Max tutorials. This project is made by the 3D artist, Yuliang Zhou. He made the "God of War 86" in 3ds Max, Substance Painter, Photoshop, and others. In this tutorial, he will introduce his workflow.

Introduction

In this tutorial, I will share the production process of one of my works "God of War 86" finished within 3 weeks. To complete a mecha within 3 weeks, it is a big challenge. Thanks for the help of my friend Xiao Zuo. I will also share the whole production process and some techniques used, including modelling, texturing lookdev, and lighting.

3ds Max Tutorials of God of War 86

Concept/References

When choosing a concept, it needs to make some preparations in advance. When I saw the figure of the 86 Mecha Ares, I was like making a 3D model of it. The production of this model is not difficult, but it has a lot of small parts that take time to produce. And the difficulty lies in whether the overall proportions can be the same as the original image.

3ds Max Tutorials of God of War 86

I really like to add some of my own ideas when making models to enrich the work, so I will also find some reference pictures of other mechas on the Internet before starting to make them.

3ds Max Tutorials of God of War 86

Blocking

Once the concept is clarified, we can start to make the model. The first step is to use the blocking of the basic shape BOX to make the appearance. In this process, we must ensure that the basic shape is the same as the appearance of the reference. It does not need to be smoothed. We can make the foundation body in all places first. When the foundation body is done, open all the parts, and then make the details for each position. Do not start with small parts in a certain part from the beginning.

3ds Max Tutorials of God of War 86

I added some details to the model, such as the anti-collision bar of the head guard, pipes, wires, and some small parts to make the mecha more realistic. Hence, it is really important to find references! Next, I will briefly explain the process of a part when I make a mid-poly model. Here I have selected the main body of the head.

3ds Max Tutorials of God of War 86

We can see the basic shape of the head, the part of the red frame is a cuboid with a smaller front part. The green line is where the model is recessed. It takes time to make a slightly complicated structure like this. Once we have ideas, it will be relatively simple for us to start production. After adjusting the points and adding lines, we get the following model,

3ds Max Tutorials of God of War 86

Next, let’s look at the yellow circle again. It is obvious that there is a model similar to a lighting lamp stuck in the brain in the yellow circle. At first, I thought that just make a lighting lamp and insert it directly. But after I tried it, I can obviously see that there will be many connection problems in the interspersed place, and it will obviously feel fake when making the material. I will release the comparison chart below,

3ds Max Tutorials of God of War 86

3ds Max Tutorials of God of War 86

It can be clearly seen from the above two pictures that the method of using Boolean to create a pit in the first picture is obviously more realistic and reasonable than the direct interspersed in the second picture. In contrast, there will be a little difficulty in the card line.

Part 2 and Part 3 will be continued soon.

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3ds Max Tutorials of “God of War 86”(3)
3ds Max Tutorials of “God of War 86”(3)
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3ds Max Tutorials of “God of War 86”(2)
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