Current Chapter: Chapter 1 - Introduction
Up Next: Chapter 2 - The High Res Case

The Briefcase Workflow

This tutorial series takes a complete look at modeling and unwrapping a hard-surface prop, starting with creating a high poly of this bomb-case asset. Then, we'll make the low poly using quick modifier stack shortcuts, discuss UV unwrapping, and explain the important relationship between Normal maps, UVs, and Smoothing groups.

Chapter 1 - Introduction
01:36
Chapter 2 - The High Res Case
16:05
Chapter 3 - Modeling the Hinge
06:57
Chapter 4 - Creating the Case Handle
13:31
Chapter 5 - Constructing the Latches and Lock
14:51
Chapter 6 - Making Egg Crate Foam
11:37
Chapter 7 - Modeling C4 and the Computer
28:24
Chapter 8 - Creating the Cutout Foam and Wires
23:51
Chapter 9 - The Low Res Case
11:24
Chapter 10 - The Low Res C4 and Computer
13:33
Chapter 11 - The Low Res Exterior Pieces
18:43
Chapter 12 - Understanding Normal Maps
05:56
Chapter 13 - Unwrapping the Case
16:57
Chapter 14 - Unwrapping the Interior
15:10
Chapter 15 - Unwrapping the Exterior Pieces
12:57
Chapter 16 - Packing the UVs
19:00
Chapter 1 - Mirroring Overlapped Elements
03:56
Chapter 2 - Applying a MultiSub Material
08:51
Chapter 3 - Final Adjustments Before Baking
02:39
Chapter 4 - Creating and Adjusting the Cage
08:23
Chapter 5 - Smoothing Groups and Baking
05:59
Chapter 6 - Baking a Selection Mask
03:26
Chapter 7 - Texturing Setup
02:47
Chapter 8 - Blocking out Basic Colors
08:53
Chapter 9 - Texturing the Exterior Case
33:32
Chapter 10 - Creating the Case Specular Map
16:40
Chapter 11 - Texturing the Foam and C4 Paper
09:38
Chapter 12 - Adding Tape and Text to the C4
13:26
Chapter 13 - Dirt and Scuff Pass
09:20
Chapter 14 - Texturing the Straps, Folder and Keys
15:50
Chapter 15 - Final Detail and Specular Pass
10:51
Chapter 16 - Setting up the Briefcase in UDK
06:03
Chapter 17 - Portfolio Viewport Capture in 3ds Max
09:55
Chapter 18 - Conclusion
00:55

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