McLaren 650S GT3 Tutorial ( Modeling, Texturing, Lighting )
McLaren 650S GT3 Tutorial ( Modeling, Texturing, Lighting ), available at $49.99, has an average rating of 5, with 23 lectures, based on 1 reviews, and has 10 subscribers.
You will learn about Mastering 3D Modeling: Create accurate and detailed 3D models of a McLaren 650S in 3Ds Max, from initial form to fine details. Efficient UV Mapping: Utilize Rizom Lab for effective UV unwrapping and optimize texture mapping for high-poly models. Advanced Texturing: Develop and apply realistic textures using Substance Painter and Photoshop, and create shaders in 3Ds Max. Professional Rendering: Achieve high-quality renders with Vray and Corona, mastering lighting, and shader construction techniques. This course is ideal for individuals who are Who is this course for? Write a clear description of the intended learners for your course who will find your course content valuable. This will help you attract the right learners to your course. It is particularly useful for Who is this course for? Write a clear description of the intended learners for your course who will find your course content valuable. This will help you attract the right learners to your course.
Enroll now: McLaren 650S GT3 Tutorial ( Modeling, Texturing, Lighting )
Summary
Title: McLaren 650S GT3 Tutorial ( Modeling, Texturing, Lighting )
Price: $49.99
Average Rating: 5
Number of Lectures: 23
Number of Published Lectures: 23
Number of Curriculum Items: 23
Number of Published Curriculum Objects: 23
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- Mastering 3D Modeling: Create accurate and detailed 3D models of a McLaren 650S in 3Ds Max, from initial form to fine details.
- Efficient UV Mapping: Utilize Rizom Lab for effective UV unwrapping and optimize texture mapping for high-poly models.
- Advanced Texturing: Develop and apply realistic textures using Substance Painter and Photoshop, and create shaders in 3Ds Max.
- Professional Rendering: Achieve high-quality renders with Vray and Corona, mastering lighting, and shader construction techniques.
Who Should Attend
- Who is this course for? Write a clear description of the intended learners for your course who will find your course content valuable. This will help you attract the right learners to your course.
Target Audiences
- Who is this course for? Write a clear description of the intended learners for your course who will find your course content valuable. This will help you attract the right learners to your course.
About McLaren Training Course
Welcome to McLaren tutorial, in this tutorial we are going to model and render a McLaren 650S in 17 hours and 40 minutes. This tutorial includes the steps of preparing a reference, pre-modeling the body of a McLaren car, adding car details, Unwrap and UV, texturing and material, and lighting with the Vray and Corona rendering engine in 3Ds max.
Includes:
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23 Full HD Video Files
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Duration: 17hrs 40 min video MP4 format with full audio commentary in English
First Step, Setup reference:
In this step, we check our images and references, and setup our references in 3ds Max, and prepare the file for start modeling phase.
Second Step, Start First Phase of modeling:
We start our work inside 3ds Max with the simplest method of modeling, and we model the car body piece by piece. At first, we only model the general form of the McLaren to arrive at a correct initial form. All these steps are done inside the 3Ds Max without using any special plugins or scripts. For modeling steps, a method has been considered that can be understood and used by all levels.
Third Step, Adding Fine Detail:
In this Step of the training, we will examine all the parts of the Mclaren part by part and add the details according to the references. In this section, we create a high-detail model using the TurboSmooth method in 3Ds Max. In this part of the tutorial, we will use one of the advantages and strengths of 3Ds Max in modeling and learn how to use the stack modifier. After adding the details and finalizing our model, we move on to the next part.
Fourth Step, UV and Unwrap:
In this part, we use a wonderful software in UV discussion called Rizom Lab. The reason for this choice is the weakness of 3ds Max’s Unwrap Modifier, which disrupts the work process, especially high-poly models. And along with all these cases, the various features of the software greatly help us in the work process. We enter the model of the car into the software part by part and follow the unwrap process. After these steps, we continue our way in Substance Pinter.
Fifth Step, Texturing and Material:
This part is divided into 2 parts, in the first part we start making the textures that we need to make the material in Corona and Vray. In addition to Substance Pinter, we will also use Photoshop. In this section, you can use my method, or you can use any other resource or method. For this section, I have tried to consider a very practical method to use the excellent software in the field of texturing, Substance Painter, with the least knowledge. In the second part, we will learn how to create shaders in another software, which is 3ds Max here, from the textures we created in Substance Painter.
Sixth Step, Shadering, Lighting, And Rendering:
This part also has 2 separate parts from zero to hero. All stages of shader construction, lighting and rendering are done in 2 rendering engines, Vray and Corona. You can use almost all the steps in this section, especially the use of textures made in Substance Pinter, and the rules and methods of lighting in any rendering engine.
What are the requirements?
It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max for Modeling, RizomLab for UV and Unwrap, Substance Painter for Creating Texture, Vray or Corona for Rendering. However, you can use all the methods used in your own software.
Who is the target audience?
the McLaren tutorial is aimed at beginners and intermediates. You should know at least basic knowledge of 3ds max, Vray, Corona, Substance Painter, and Rizom Lab.
Course Curriculum
Chapter 1: Modeling
Lecture 1: SceneSetup
Lecture 2: Modeling – Part 01
Lecture 3: Modeling – Part 02
Lecture 4: Modeling – Part 03
Lecture 5: Modeling – Part 04
Lecture 6: Modeling – Part 05
Lecture 7: Modeling – Part 06
Lecture 8: Modeling – Part 07
Lecture 9: Modeling – Part 08
Lecture 10: Modeling – Part 09
Lecture 11: Modeling – Part 10
Lecture 12: Modeling – Part 11
Lecture 13: Modeling – Part 12
Lecture 14: Modeling – Part 13
Lecture 15: Modeling – Part 14
Lecture 16: Modeling – Part 15
Lecture 17: Modeling – Part 16
Lecture 18: Modeling – Part 17
Chapter 2: Texturing
Lecture 1: Texturing Part 01
Lecture 2: Texturing Part 02
Lecture 3: Texturing Part 03
Chapter 3: Rendering
Lecture 1: Corona Rendering
Lecture 2: Vray Rendering
Instructors
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3DRedBox Studio
Texture artist and Game asset artist
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- 5 stars: 1 votes
Frequently Asked Questions
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