Learn 3DS Max: Create a Low Poly Sword | Jonathan Lam | Skillshare

Learn 3DS Max: Create a Low Poly Sword

Jonathan Lam, Graphic Designer | Game Artist

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12 Lessons (1h 24m)
    • 1. 01 Intro

      1:01
    • 2. 02 3DS Max Setup

      2:44
    • 3. 03 Model the Sword Handle

      10:31
    • 4. 04 Model the Handguard

      14:27
    • 5. 05 Model the Sword Blade

      10:18
    • 6. 06 Unwrapping the Sword Blade

      3:21
    • 7. 07 Unwrapping the Handguard

      6:00
    • 8. 08 Unwrapping the Handle

      9:17
    • 9. 09 Export the UV Map

      11:59
    • 10. 10 Colour the Sword

      6:59
    • 11. 11 Texture the Sword in Photoshop

      6:24
    • 12. 12 Conclusion

      0:55

About This Class

Learn the basics of 3D Studio Max by creating a Low Poly Sword. This class is perfect for game artists, game devs, designers, illustrators and anyone else who would like to learn a bit of 3D modelling. Topics will include some basic 3D modelling techniques and topology. The class is for beginners - intermediate. 

Follow along as we take a simple 3D primitive shape and step by step create a Low Poly Sword which can be used in your own animation or video game projects.

Transcripts

1. 01 Intro: Hi, everyone on Welcome it, Teoh! How to create a Low Polly sword in three DS max. My name is Jonathan Lamb and I'm a game artist working at Future Games of London, a ubi soft studio. In this course, you'll learn the step by step process of how to create low Polly swords in three D. Studio Max, starting with some basic shapes, will take you through all the tools and skills necessary for the project. Some of the major topics that will be discussing in this course will includes creating basic three D shapes modelling the different parts of the sort on preparing art Apology for texture Ring At the end of the course, you'll be confident enough to create your own low police sword for games. I'm excited to work with skill share to show these valuable tricks and techniques with UAL . So sign in or sign up and let's get started 2. 02 3DS Max Setup: hi, everyone. And welcome to the first lesson off the modeling. A low Polly sword in three DS max Course in this lesson will be going through a brief overview on initial set up to familiarize ourselves with the tours will be using throughout the course in the middle. Here you can see our view port, which is where we'll be able to look at our sword. Having different angles can be useful sometimes, which is something that you can toggle here on the top left hand corner of each screen so you can see here. We've got Ortho graphic front left on perspective. If you want to maximize one of the view, simply go to the plus button here on Maximize Vieux Port, which is also W. We can also switch from Ortho graphic to perspective on vice a versa. On also change the different views. Here you can see the toggle, the hockey's here T for top, be for bottom F for front on so on on the right. Here is where you'll be able to create your shapes. We'll be using the second tap a lot as well as this is where you'll be able to modify and adjust your shapes. So let's just spawn the box here for a, uh, for an example. So you can see here. We've got our books groups. You've got two boxes here, and you can change the way that we view them by going over here. So we've got standard here on the fort shading. We can also switch Teoh, say, for example, a wire frame. But let's stick with default shading for now, also at the top here, we've got our basic tools, such as move, rotate on scale on when it comes to navigating the View port. You can either use the navigation keep here, which will help us go around whatever model that we're focusing on at the moment. Or we can use the mouse. So the Middle mouse button is what will be using it to pan across the scene. If we hold bolt on the keyboard, we can use that to rotate around the scene as well. Another thing that will be useful is the mouse wheel, so we can zoom in and zoom out by strolling on the mouse wheel, and that's about it for this lesson. In the next lesson will start modeling the handle of the sort. See you all there 3. 03 Model the Sword Handle: Hi, everyone. And welcome back to the modeling A low police sword in three DS max. Course in this lesson will start modeling the low police sword, starting with the handle. So to create the handle, the first thing that will need to do is to create a cylinder. Let's go over to our standard primitives here, create a cylinder on just click and drag to put it in the view port. Now I've set this two edged faces just so that I can view the number of polygon some working with here. And I'm also working in the Ortho craft. Thick few now, once we've spawned are created our cylinder. Let's go to the left. You can see that we can adjust the parameters in this section here. So let's make this a radius. Earth Eight and a height of 70 will also want to keep the height segments at three caps segments at one and sides at six. Now the reason why I've kept the size at six is so that just keeping in mind that when we unwrapped this sword we want to cut this in half. So an even number with p ideal for this handle next thing we want to do is you want to, right click this object on converted to an invisible Polly and you can either right click on this and clone a copy off this cylinder. Or you can hold shift on drag to duplicate with sitting there as well. Excellent. Now from here, or that I'm going student now is we're going to infect Move over, Teoh, our polygons and r selection tool. We're going to delete the top two layers there on from there, just using the using the scale tool to squish this top, sitting down a little bit and then looking at it from the top view, we're going to want Teoh scale this up a little bit this well, perfect. And squash it down, dizzy a bit more and also bring down the X cool. The next thing that will want to do from here is select border. Select the border off the top board the top part of this cylinder here. And if we go down here, we want to cap this just to seal it off. Cool. Now, the next thing that will want to do now is to duplicate this cylinder. So holding shift on dragging this down again. Make sure that the senders selected shifting down just to duplicate this and for this cylinder. What I want to do is if we go over Teoh Seiko over to the selection tool on If we go Teoh modeling on it, it's swift Leap just wants to create just one leap here and then having all that selected weakened, then go over to this scale tool and scale this up here like this and using move tool Just move it to make sure that that's off could move this back up on there. We have our second cylinder so you can see now how our handlers sort of starting to take shape. The next thing I want to do now is to duplicate this shape. So holding shift and dragging this down and from here I'm going to put angles snap, toggle on. I'm going to go to the select and rotate tool. Andi. I just want to rotate this at 90 degrees. Perfect. I've got that Nice decrease. Let's go to the fact Let's go to the front of you on. Let's move this up a little bit on Let's scale this and foot. Let's keep that this for now. Just make sure that our polygon is touching. Also penetrating a bit through the handle. We want this to be in the middle and you can see here if we go to our left. You It's sort of not in the middle here. So this is where we're going to start thing about with our without pivots. So let's go to all of us cylinders effective only since two objects on do this the same to all of our pivots since two objects the only sense or objects and since object. And from there we want to make sure that all of these cylinders are scented 20 like So let's go to here. Syria, they sound zero This sounds on this one. So they should all be in the middle of I was seen from there Now, now that we can ensure that they're all in the middle, we can now reposition these items. So now you can see on a lof the different views, its center in the middle. I expect this cylinder do the same in the last cylinder, up in the top here. Perfect. So now this is part off our our handle. In fact, let's bring this one down. This wealth just that we can have just thinking about texture in the the handle. This one will be the same as this one, and we can make this one slightly bigger, like so excellent. Let's make this a little bit bigger and the handle a little bit taller. Just everything accordingly. That's just a little bit to tour this. So that's to bring this town the bit. Bring this back down. Bring this lindback town. That's much better. Cool. So you can see now how our handle is starting to take shape. Just using these tools at the top here toe manipulate All are different shapes and re sizing them according toe. How we want our handle to look make this long again. Cool. Now the next thing that we can also do we can also do is go back to the second tap here and we can also play about with the Vertex is So let's go to the front again on just selecting all these Vertex is here. I'm just going to shrink these down a bit in effect that select all of these in the middle shouldn't these down just so that we've got a little bit more shaped toe a handle, just a little bit more accident. We can also move thes movies apart again. Like so just we've got a little bit more of a subtler curve here ons from there. We can also just to make things. It'll be easier when with text oring we can also start adding some more polygons to our our our different cylinders here. So let's say we wanted to add more polygons here. We need to do simply go to cuts so right thick cuts, we can just simply adds polygons joining each thoughts across like so. And if we do that to one side will have to do that to the other side. Like I said before at the beginning of the class will be cutting these in half when it comes to text a ring accident. So that's it for this lesson In the next lesson will create the hand guard for the sword. See you all there 4. 04 Model the Handguard: Hi, everyone. And welcome back to the modeling A low police sword in three DS max course. And this lesson will be going through the steps on how to create the hand guard. Now, before we do that first thing we want to do is to create a new layer for a while off our hand guard pieces. So making sure we've got all of our our handle pieces Sorry. Selected. We wanted to create a new layer and renamed this hands handle Perfect. You can also rename each of these each of these pieces Well, so handle could be that and replace cylinder with handle for all of these pieces just so that we know what we're what we're dealing with. 112 Find these pieces again. Excellent. On the next thing that we want to do now it's creates a new layer and named this layer and God's great so Teoh create the hand guards. The first thing we want to do is go back to our creates tab and let's start with another cylinder. Let's go with another cylinder. And this time we wanted t rotate this cylinder nice degrees this way. Perfect. Now this trying move this into position. So next thing we want to do actually is we wanted to perfect the pivot only central to the object. And now move this object to the sensor off our scene. They can see now that this hand guard is a little bit too big. So let's go ahead on and convert this into an invisible Polly and scale it down. And Lippett, it matches more what we're we're looking for. Okay? And then from there, let's move this down So it's connected to our oh handle. Next thing we want from there is we want to duplicate this cylinder and now turn it around . Nice degrees this way. So now it's facing facing us instead in facts we could probably to beat this one. Let's go ahead and delete this cylinder. We want to clone this cylinder instead. It's cloned this cylinder instead on move this to the hand guard layer, and in fact, that's make these colors the same. So this is a blue color here. What to make this the same blue color that we know part of the same family and now that scale this down a bit and expand it This way Perfect. Just the way that it looks here. Now, the reason why I chose this this cylinder to change because it's already sent it to our scene. So kind of fits our purpose for this sort. Okay, we can move thes a little bit more. A swell. In fact, let's scale these up and then move its his will. And then we can shorts out little bit and fat. I want to make this a little bit picking out to, I think, Okay, now that we've done that Now, remember when I said that all of these pieces are going to be Haft? Let's go ahead and isolate this particular piece, and I want to Just In fact, let's get rid of these these lines for now. So I just double clicking on these particular edges. Hold shift on backspace Todt edges. Let's see if there's shifting back controlling backspace to lead the edges. So how controlling backspace and from the If we double sick on the edge on hold shifts and select the edge here, you'll see they'll highlight all the edges around this cylinder. Let's go ahead and do that. I want to go down here. Let's click on Connects and that will add on edge, which is in the middle off everything that we've got here, which is great. Next thing what we want to do is get out of isolation. Let's go ahead and select our polygon selection tool. Slept each of these polygons here on Let's scale these down, scaling these down a little bit. Great. And from there, what we want to do now is get out of this polygon selection tool on. Let's go ahead and duplicate this. So let's duplicate this on what's just get rid of these polygons here just for now. And let's kep this. And now what we can do is we can start modeling this out for our our hand, God's school head and at a few lips here. So this one here one here, let's go back to our public on two and scale some of this down. So that scaled this down like sir, this killer stand a bit more and move its in and four months to that this choose Vertex here, choose the middle Vertes foresees here skill these town. I also want to scale these down to move. Just move these around a little bit to create a sort of horn shape for the poor, the horn shaped. Okay. In fact, what we can do with this one? If you want to make this perfectly, perfectly pointed, it's Let's go ahead and bring these as close together as possible. And then with all of those verses selected, you can go ahead and click on the World Button or settings here and increase thes set this threshold until we've welded all the Verte sees. So now you can see it once we select that footsies, we still got six selected here, so that's go ahead and well, these again, you should only have one birth. See selected. Okay, Right. So now that we've got this Hoen shape ready, it's just this is a little bit more. It could be a little bit longer. You can go ahead now on place this back onto our hand guard like so let's make this a little bit bigger. Excellent. Now, from here, we want to duplicate this part of the hand guard onto this side. So having that cylinder selected, you can now choose mirror. In fact, that's not Jews, Mary, let's choose symmetry. And here we can just the mirror. So that it is that zero or the center of our seen here. I mean, this is Sierra on that we can choose flip on the Z axis and there you have it. We've now got the two horns mirrored on either side off our hand guard does it. Next thing we want to do from here now is to finish off our our hang God is to select the middle part of our no hand gods, duplicate this and from here, just want to create a with connect and make a connection for our blade. So that skill heads and I said, corn, let's go ahead on shrink this down. And they just want the triangle part of this. So we can I slept polygons and police most of these. Okay, so I can't this Let's make this a little bit bigger. Shrink this part down. This pump bigger here. But let's that makes this possible. Bigger. Bring it up that we want needs. I won't need thes. So selecting the edge tool it cannot bridge used to edges here and we can also let's go ahead on choose for ticks. Let's go ahead and bridge thes as well. So this bridge thes on a bridge. Thes Cool. Now we've got a triangle which is in the center of our scene. Make sure that center toe object. So bring this down into a hand, gods like, so I'm just gonna shrink this down a bit and going over to our Vertex. I think these down a bit here as well. Okay, so that's that's it for the hand guard. For now. In the next lesson, we are going to go through how to create the blade of a weapon. I see. Well, that 5. 05 Model the Sword Blade: Hi, everyone. And welcome back to modeling a low police sword in three DS Max Course in this lesson will be going through how to create the blade for a low Polly weapon. So the first thing we want to do is to create a new layer, as was done before on name it Blade. And then we're going to go over to our standard primitives Select box on which is going to draw a box which will represent our blade. Then we're going to go over to the third tap here, affect river only since its object on Then using our move tool zero this outs into a scene . This way, we can more accurately determine how this place will look on our sword so straight away that's produce the length of this box and increase the heights off the books like so cool. The next thing will want to do is add a few segments. So this give this an orange color so that we can see the segments a little bit more clearly . Now we'll want to give it for with segments to start with. And let's collapse this there. So convert this visible Polly. I'm just going to isolate this played here, so it's a lot easier to concentrate on. I'm going to select Vertex and lead half the Blade said. It's a lot easier to work with 1/2 of off displayed here from there. What we're going to do is we're going to add a little bit of geometry here. So let's go ahead and create one day appear on. Let's go ahead on and see what we can do with this saw moments going to go ahead on and used the cut tool. I'm just going Teoh good one thing here, do the same on the other side and from there let's go ahead and change some of this. Some of the city's let's move these along here, and I'm gonna go ahead and make the edge off our plate. First, let's select Thies to avert disease exit. Come wells. I'm the same down here on. Let's do the same. Up here is Welsh, this well pieced together just so that we can create the edge on the top of our blade. So just one selected too many courtesies there. Thies, too Weld. And now let's go ahead and target well, These points here. Now we've got points to a plate. I'm just going Teoh, Just the shape of a plate. Here. Let's go ahead on. Bring this up a bit. So make this point, the more prominent Let's go ahead on move these foresees further into the middle of our sword as well. Like, sir. Okay, spring these Tim rights. I want to make sure that these two verses that I've created, uh, the same is each other. So let's go ahead in town here and online this to the X and dizzy and the same with east to as well. Now what? I'm going Teoh, Select the edge tool. I'm just going to delete he's too just here. So holding the control key and backspace and then we're going to replace that. So using the cut tool with one here on the same on the other side accident. Okay, now that we've got that done, I went to create another cuts here, like so and the same on the other side again. Little once. It's now select. He's two for two seas to make sure that they are the same. We go to you staying on the X on busy accident Okay, so now we've got the beginnings off 1/2 of us sword. Let's go ahead and a nice late this to see what it looks like. And from here still ahead on and make this a little bit thinner because it's a little bit too thick of the moment compared to the rest of our handle. Let's go ahead and bring it in just about here, like so and now it's time to duplicate the other sudden, the other half of the blade. So let's go ahead and select one side stick, symmetry flip. And there we have our full A sword or a full blade. Let's go ahead and collapse this so capsule. Yes, just going to just the height of this sword. Bring this up a bit now from here. Let's go ahead and Slate, these verte sees on I state this again to three hand full, and I'm just going to bring this part of the plate in a little bit, like sir, spring it in a little bit more. In fact, let's make the blade a little bit thicker to begin with, so it's 2 30 in the UAE now, selecting those foresees again so from the front do this and we can also bring these up a bit. Bring these just a bit more in. So if you press cult and picks, you can actually see through the polygons to see how far in you're making your adjustments . So let's keep her about that Alter Next again. It's not got these it look grooves here in the center of our plate. Let's go ahead and make the bottom of a plate here. So selecting these polygons but going Teoh extrude Let's find the extreme button. It should be somewhere around here. Here we go. So extrude except I'm just going to make this a little bit smaller and bring this up. I'm going to extreme this again to create the bottom of a blade accident. So now if we unhygienic this, we got outplayed. In fact, we can also get rid off this part of the handle. So here I don't think we need that part anymore. So now we have blades. Oh, hands, guards and or handle. Cool. So that's it for this lesson. In the next lesson will go few how to unwrap the blade. See you all there 6. 06 Unwrapping the Sword Blade: hi, everyone, and welcome back to the texture in a low police sword. Course in this lesson will be learning how to unwrap our model and how to create a UV map. So the first thing you would want to do is we want to select the blade that's hide the hand guard on the handle. Onda. We want to delete half of displayed here, so go over to the left of you. Make sure that you're selecting the right versus ease frequently and you'll end up with 1/2 the blade. Next thing will do from there is will go over to. In fact, let's go over and convert this into an inevitable mesh, then go to more and select U V W removed. Click on new VW Now, right click Convert Teoh Visible Polly. We'll also want to reset the X form reset. Selected Andi Collapse this as well. Once that's done, go to unwrap u V W Now if the buttons not here, go to the modify lists and scroll all the way down until you see unwrap u V W. Now from here, we can open Thievy W editor. Select all of the polygons on click on recent pew. You'll see here now we've got full blades ready to be textured. Let's go ahead and scale this down a little bit. A movies too inappropriate space in our in our square and will also want to do the same for the other half off the blade as well. So let's go ahead and collapse this. Click on one of the edges. Click on symmetry. Let's go ahead and click on Why Slip? And now you'll see that we've got our full blade collapse. This we'll see if we go into unwrap U V W. Open the UV editor and automatically thesis on behalf of the blade should be on top of the first half the blade, which is exactly what we want. So what this means is that when we texture 1/2 of the blades, the exact same texture or put will be applied to the other half. It also saves up on a lot of our UV space here, so that we've got more space on DMA more sort of resolution to use for the rest of our swords. So this get out of this on collapse this and we want to do the same for the other parts of our sword as well. So that's it for this. Listen in the next lesson will go through. How to unwrap the hand guard of our sword. See you will that 7. 07 Unwrapping the Handguard: Hi, everyone. And welcome back to text Oring. A low police sword course in this lesson will be learning how to unwrap the hand guard. Now let's go ahead and do the same to the handle. So the first thing we want to do is let's go ahead and hide up late on, delete half of ah pieces here. So first of all, let's go ahead and I sleep this And if we collapse this, go ahead on the half over here. Like so we can probably save up in a lot of space by deleting this half a swell. Let's go ahead and do the same for this piece here. Sixth fleet half here. I think so. And that's still eat half of this piece here as well. Accident. Now, if we go ahead on a Tatchell, these pieces and do the same thing is what we did before. So convert to a visible mesh. Go to more u V w removed make this back into a visible police on a recent ex form and collapse. We can now detachable these pieces so they're ready. Teoh be unwrapped. So let's unwrap the first piece. So go to unwrap you VW Open UV editor. In fact, sometimes we need to make sure that none of these selection tools are selected. So select the peace again. Unwrap u V W Open. Knew the editor. You'll see the piece here, select the whole piece on and Reese appeal. And sometimes if you relax it, you can get a better, better results. Let's go ahead and scale this all the way down. Place it in. Our books do exactly the same for the other pieces that's collapse this unwrap movie w open you the editor Reese appeal. Relax, cool to scale this down. Collapse this as well. And for this one, we want to do some the same sort of thing is what we did without blades. So let's go ahead and unwrap this first Reese appeal. Lex. This scale it town. Place it in the books, and from there that's collapse this on. Let's go ahead and make a symmetry of this first symmetry in the Why so flip collapse and then we'll do the same thing again. So we'll do another symmetry in the X. But this time it selects the mirror and moved the mirror 20 So it's now in the right place collapse this. And now when we do unwrap u V W, you'll see that we've got the seam in the middle here, open U V W editor and we've now got four pieces on top of each other, which is exactly what we want. So when we texture one peace here, the exact same texture will be duplicated on all four of the pieces. That's great. Now let's do the same for the other pieces. So collapse. Let's go ahead on make a symmetry of this and the why collapse that lastly make a symmetry of this piece in the UAE. Flip Andi collapse. Perfect. Delete this This hand Gardeners were not needed anymore. So that's it for this lesson in the next lesson will be going through how to unwrap the handle off our sword. See you all there 8. 08 Unwrapping the Handle: hi, everyone, and welcome back to the texture in a low police sword. Course in this lesson will be learning how to unwrap the handle. So now we're wants to unwrap the last part of our sword, which is the handle, so we'll do exactly the same thing again. So he wants to delete half of these half of these these pieces. But to do that, we'll need Teoh. Create a scene which runs across the half of these pieces. Let's go ahead and select the handle. Isolate this now because the handle the top pieces of the handles is actually covered by these pieces. You can actually go ahead and select half and delete these top on bottom piece of the handle cause they're not actually going to be shown. Let's go out of isolation mode. But, however, for these pieces where the top part may be showing just a little bit, we want to create some geometries. So let's go ahead and thick on cuts 1/2 here on again on the bottom. So right click cut, Excellent. And now you can go ahead and read half, and you will keep this face here at the top and at the bottom. We're going to do exactly the same thing for this piece here. So go to isolation mode cuts this Vertex to this vertex on the same down here and then to the Hoff. And then we'll do the same for this piece is well, in fact, what We can probably duplicate these pieces because if you remember in the last course, this piece was the same as this piece. So let's go ahead and Fleet number five and let's go ahead. And I did cough here an accident. Now, if we attach all these pieces as we did with oh, hang gods, you can go ahead on right click, converts it to mesh, go to more E V W remove six on the VW right click, convert to Polly Visa X form, reset, selected and collapse, and then separate all of these pieces. So let's go to detach one to three. We left with this last one here. Now, for some reason, these faces something going wrong with these. Let's go ahead and fix this by capping it. And let's go ahead and cut thes again. One to on three. Now, whilst we've got this one selected Let's go ahead on unwrap u v W Open. UV editor. Highlight the whole object here on a recent appeal. And let's see what happens if we relax. Custom Perfect. Let's go ahead and scale this down. And we can also move this into a square that's to the same with other pieces. Let's go ahead here. Unwrap U V W Open UV Editor Reese Appeal. Relax, Perfect. In effect, we can probably do with a little bit of of cutting the seams here. So let's go ahead on Select the Edge A lot of these, and from there we can go ahead on and scroll down, convert edge selection to seems. Now you can see that these scenes have become blue. If we go ahead and Reese appeal now, you can see that we've detached the top half on the bottom half. We can now color in this parts off the handle separately, which is perfect. Let's go ahead on scale this down. I move this into a square collapse this and we'll do the same for handle here. Unwrap movie w go to E. V W editor Reset, peel, Relax. Scale this down into a square on for the last piece. Let's go ahead and unwrap office. We can do the same as the other piece. So that's go ahead and select the seams. Let's go ahead. Make the edge selection to seems from there. Open the UV editor. Select everything. Andi, A recent pew. Move this into our square like so once you've done that, you can collapse this and we'll do. The same technique is what we did before by selecting an edge on mirroring it collapse on what would you from here it was. Well, go ahead and make a symmetry of this in Z. And let's go ahead and bring the mirror down a little bit so that it touches to this bottom part off our how handle looks so and their collapse. Now we'll have the same thing is what we had before. So one object duplicated four times in our UV map. Let's go ahead and do the same with our other pieces. So selecting an edge symmetry, flip collapse and lost one more here before we can move on to the last one. Symmetry, flip collapse. Last but not least, symmetry and the why flick Andi collapse. Excellent. So now that We've got a lot off our pieces unwrapped in the next lesson will go through how to add all of these pieces and creates a UV map. I see. Well, there. 9. 09 Export the UV Map: Hi, everyone. And welcome back to the texture ring. A low police or course in this lesson will be learning how to organize our U. V s to create a UV map for our sword. So the first thing that will want to do to do this is to combine all of our weapons all of our parts of the sword. Let's start with the blade. Go to the second tap. Let's go to attach and simply just click on ALS The different pieces that make up the sword . Perfect. So now we shouldn't have anything in these two. There's here so we can simply just lead thes. We can rename this soared This rename this their sword on. We can rename this object swords as well. Excellent. So now what we want to do. Israel wants to go to unwrap the VW on. Let's just take a look at what we have in the UV editor. So you can see in our UV editor that all of the pieces are sort of jumbled in together in our square here. So make sure that we've clicked select by element, and we wanted to select all of our pieces and let's just grab them out off this square for now, just though that we can organize ourselves properly. Skip the blades, making sure that you grab the elements. You click and drag that. You grab both the elements together because if you just drag one, you'll see there that I haven't selected the the U V's underneath. So let's make sure that we've grabbed everything, just move them out of the way. Same for this as well. So if you just click and drag like that, you'll be missing the U V's underneath. Let's check them away as well. On the same for these over here. Oops. Take them out the way. Same for these. Oops. Many of these were using the move to be a lot easier. Grab these thes crab thes, and now we should have an empty space here. So the first thing I want to do is I want to put the blade back in remembering Teoh, click and drag to select both TV's Here I want I want to give the blade as much UV spaces possible as that's the biggest part of our our model. We want to give it as much as much resolution as we possibly can. So let's think about how we can. How do that? I think this is. This should be enough for now. The next thing that we want to do is we want to try and get these handling to the handles quite small. So let's see if we can just shrink this down a little bit. For now, let's bring these in a swell. So I'm thinking that the parts of the sore, which are going to be around the same color, which is going to be these this on Let's get this out of the way. This on this. I think these should be together. So these two, they're underneath here. So let's bring them first to this as well. It's the same with these two head. They're going to be parts of this element here. Spring these together. Okay, Now let's think about how we can, how it can fit all of these elements together. So this is going to be quite a prominent piece in the in the model to So let's keep it at that sites for now. You can see this piece is just going, sir. Come over here so we can shrink this down trying to shrink this down here. Let's move this to the side Can move these pieces out the way of these pieces, which are the top and the bottom pieces here. He can bring these up here, too. This piece is also quite prominent piece, but not as big as this pieces so that shrink this down, too, and let's rotates it just a little bit. In fact, this turn tense angle snap off so you can retake this just sort of lined this up That piece There are these end pieces. They're not really going to be shown, so we can just sort of line these up, making sure that we step toward them. Line these up here like so just shrink these down. And if we were going to be really smart about that, we can actually overlay each of these on top of one another as they will be the same color . So let's try. Let's try and do that. Actually, let's try and see that. So, in fact, let's bring these all out here on. The first thing I want to do is I want to combine these two together on Let's Go back Teoh Vertex. We want to put snap Tuggle on. Let's see Weakened snapped these together. Take out this bus in here so we can move these angles individually. He's Kate. So let's move this and snapped this here it's the same. This one snap is to this corner on finally well snapped. These for two sees to that corner as well. Let's do the same for this one. Let's bring these on top of one another. Go back to Vertex and that's bring these. Vertex is together there, here on. And which one are we going, sir? Good for it's gonna be this one. Snap. It's that one and snap this one to that one. And then finally what we can do with that? Once we've highlighted all of these together we can go ahead and actually mirror this and sit do exactly the same to these ones. Let's go back to Vertex, highlights all these vertical foot seas and snap them all together and this should significantly save up on ITV space. So the reason I've combined all of these movies together is because a we won't be seeing them very much cause they're underneath these elements here and also will be. They'll be using the same color on the same texture. And now or we have to do is just put it here. And we've saved up on plenty of space for elements such as these horns here, consort of rotate a bit and this piece here she can shrink down a little bit. It's sort of like a puzzle just fitting these pieces together, seeing where these elements will fit nicely. You can see from from here we've got all of this waste of space here as well, so we can think about now just sort of optimizing this space and how we can, how we can utilize the the shapes that we've got. So let's think about what needs the most you ve space. So this is probably going to be quite prominent. So maybe that's just enlarge this a little bit more. A little Sunnis also probably want to have our handle quite quite large as well. So let's bring this close to a blade like so this way we can move this up. Not just a little bit. Now, we've got a bit more space for this, which we can also enlarge on this piece here. If we rotate it, we can sort of squeeze it in here as we won't be seen too much of this piece. It's not the focus of the sore weaken. Give it a little bit less space. This resolution compared to the more important pieces of our sword here. Perfect. So that's it for this lesson in the next lesson will be going through how to color in our soared by creating a texture map using Are you these? See you all there. 10. 10 Colour the Sword: Hi, everyone, and welcome back to the texture in a low police sword. Course in this lesson will be going through how to color in a weapon using our UV map. So the first thing we want to do is we want to render out are you the map by going to tools , render you VW templates and here we can decide how big we want our youth team out to be. So in this case, we'll just leave it at 10 24 by 10. 24 and just go ahead and render. Once this has been rendered, it should be pretty much instantaneous. All you need to do from here is click on the safe image button, decide where you want to save it. I've saved under here a sword unscored UV click on the safe button on his Okay, making sure that you've also takes the Alfa Channel box as well. So that's close. Will this down? And that's collapse this for now. The next thing we want to do now is to just give ourselves a little bit of aid when coloring in is to just sort of give each of these pieces a specific color s so that we can so that it can aid us when coloring in photo shop. So to do this, let's go ahead on the highlight. The blade for now. In fact, let's go ahead on detach all of these pieces again, just temporarily. So let's detach the blade. It's touch these pieces, some thinking about which pieces are going. Teoh have the same sort of color. Keep these pieces first the church detached, thes, and now we're just left with the wooden handle said with this wooden handle. Let's go ahead on and make sure this is selected. We want to go over to Material editor and let's go ahead and decide what color he wants for this one. So let's go for I sort of bright writ and making sure that the handlers selected who wants to assign material to selection? And next, we want to do the same for these parts of the handle, so there's go to Material Editor. Select a new material Click on Diffuse on. Now let's go for a bright yellow a sigh material to selection for these as well, and lastly, let's go for the blades. Now the blade is going to be slightly different, so we'll go to material editor. First, make sure that we have selected new material. Go to the fuse on Let's Go for a right through assigned this to selection and the next thing I want to do if we isolate the blade for a moment is you want to go ahead and highlight the in the grooves off the blade here because they're going to be a different color. So making sure that we've got the polygon selection tool on Let's go ahead and highlight these publicans on it's gonna be the same for my eyes were, too it for for this side as well. So now that we've highlights it, the left side of the blade scared see Material editor gets a new material, and let's choose a different color. This time, let's go for a bright purple, and we want to sign this to selection. You'll see that the highlight of polygons that we've used if we inspect this now, they're now a purple color, which is different from the rest of the blade. I'm gonna do this to the right side of the plate, too. It's it's highlight. The right side off displayed I want to do the same thing. Go to Material editor, choose a new material diffuse, and this time let's go for a bright green color. Assign this to selection, and now we have up played, which is made up of three different colors. This gets out of ice late selection now, but we want to do is we want to combine all these objects together. Let's go down to attach and attach all of these match material ideas to material on the same thing again. And now we want to render out our colors. So to do this, we need to go to rendering render to texture. Make sure that you put an output path and then if we go down here to output, we want to add. So let's just leave this one for a second. So add diffuse map at Elements on. Wants to change the size of this to make sure it's the correct one. And the same is Are you vehs, which is 10 24 by 10 24 and the next thing we want to check is we want to make sure that we're using the existing channel. So this refers to the U V Channel that we've got in I UV map to make sure it sets the number one and using his ex existing channel and then click on Render Does it continue? And hopefully this will render out all of our colors. Excellent. So that's it for this lesson in the next lesson will head over to photo shop. Well, we use thes maps to help with coloring in our texture. See you all there. 11. 11 Texture the Sword in Photoshop: Hi, everyone. And welcome back to the text. Oring. A low police sword course in this lesson will be learning how to color our weapon in photo shop. So let's go ahead and open up our files by going to file open and selecting our sword. UV on. Let's also open up our diffuse mapas. Well, so what we want to do now is you want to combine the two files together. Let's go ahead and press control a on our keyboard to select the whole thing Control. See to copy and going back to our sword UV layer. Let's go ahead and press control Shift V on our keyboard to paste it in place. Now just putting the UV there on top. Let's go ahead and renamed these So you ve and color guides, and I want to make the V a little bit clearer. So right click on the UV layer. Go to blending options on Let's go to color overlay and make sure that the color is set to black so that we can see our U V's. Let's go ahead and color in our blade by going to the magic. Want making sure that our colleague lock color guide layer is selected, and let's select the Blue Blade here, make a new there. Let's go ahead and select the sorts of lights light sort of orangey gray somewhere around here, like so. And then if we use our filter, you can fill this in and rename this plate, and we can do the same with the other parts of the blade as well. So go ahead and use the magic ones. Click on the purple parts of the blaze on Let's go ahead and create a new life for this, too. Let's go and click on a darker color. Andi. Fill the sin using our filter. I think so on. We can also do this for the green part, so also remember, always click on your color guide to select the right shape. Let's make this one just a little bit. Lights up like so. In fact, let's meet this a little bit. Lights up and you can adjust the colors as you see fit. The next thing I want to color in is the yellow parts here. So let's go ahead and click on the Magic one tool again, and this will select all of my other parts and this one. I want to have a sorts of bronzy orange orange. Look, let's go ahead and slipped the appropriate color and again using the field tool to fill that in and finally will go ahead and select or the red colors creating new layer and fill this for handle perfect. So if we take our UV layer away, you can see that these are the colors that we've chosen at this stage. You can also add a few highlights, a little bit of lighting elements and maybe some details if you wish to as well. So if you want to add some patterns Teoh to this section here or some patterns into the blade, you'll add it. Thio thio this photoshopped file. But for now, I just want to show you how to add this texture map to your model. So let's go ahead and save this so save as and it save it as texture. And let's save this as a I say this as a J pig file. Now, if we head back into three D studio Max, go to Material Editor, select a brand new material. Click on the button next to diffuse. We want to go to bit map, and from there we want to go to where we saved our texture, which is here. Click on open and now a sign that material to selection and show shaded material in view port. And there you have it on new texture on our the police sort. So if you take away faces and go Teoh just for shading, you can see how that's been applied on two or more. So that's it for this lesson in the next lesson will go through what we've learned over the course of the project. On some rise on all the techniques reviews to color in our low police sword. I see well there. 12. 12 Conclusion: So with the last video, we've come to the end off the low police sword course. For those of you who are new to three d studio Max, we've only just scratched the surface of what can be achieved in this program. So stay tuned for more videos as we delve deeper into the subject in future courses. I hope you've learned a lot in the demos, some new tips and tricks that we've used along the way In completing our sword assets. I learned some things that you can apply into your own work flows that you haven't seen before. That will aid you in completing your future designs. Once you get familiar with the process, perhaps you can experiment with creating different weapons types such as axes and spears. I had a lot of fun creating the sword. Thanks for watching Good luck with creating your own, no police or assets, and I'll see you next time for the next tutorial.