Gameloft artist Victoria Passariello describes some of the 3ds Max processes used in the creation of her mech: Sniper Bob
I made this model entirely in 3ds Max, so most of this tutorial will focus on the main techniques I used to model it. I will also cover some Photoshop steps for the texturing process too.
Building base meshes
The first step when creating hard surface modeling (also applicable with organics) is to establish all the base meshes. Once placed, we can start adjusting the shapes, scales, proportions and gesture.
It is important to define this general view of the model before starting to make any detail. Of course, we will being adjusting shapes and proportions during the entire process but it is a good idea to set up as best we can
in the beginning.
Adjusting shapes and proportions with the base meshes
Defining the meshes
Once all of our base meshes are well-placed and adjusted in shapes and proportions, we can start adding some general details to them. Don't go very in deep with details in this step; we are just suggesting the principal details on the pieces. Later on, we will walk around each individual piece and add deeper details to them.
Suggest general details to the pieces without going in very deep
Now is when we look deeper at each piece and add the details to them. In this step I walk through every single piece making lines, cuts, screws, and all those details that look good on mechanical parts. The tools I use the most in 3ds Max to do so were: Bevel and Extrusion of polygons, Edge Extrude, Connects, Array, and Chamfer, as shown in the
As you can see, I work my pieces thinking that they will have a TurboSmooth modifier applied to them after, so I know I need to make connections near the borders to support the smooth effect.
Use of basic tools in 3ds Max to make details in the pieces