<P>With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2<SUP>nd</SUP> edition. This updated edition is pa
3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I
✍ Scribed by Andrew Gahan
- Publisher
- Focal Press
- Year
- 2011
- Tongue
- English
- Leaves
- 460
- Edition
- 2
- Category
- Library
No coin nor oath required. For personal study only.
✦ Synopsis
With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models * New, expanded tutorials (with the time they take indicated) lead readers through a character and environment from beginning to end and become more complex as the book progresses * Companion website features a robust and supportive forum where readers can get commentary on new work, develop their skills and network with games professionals--currently has over 10,000 posts * Companion website also offers all project files for tutorials and source images and photos to keep the budding artist busy for months
✦ Table of Contents
3ds Max Modeling for Games: Insider’s Guide to Game Character, Vehicle, and
Environment Modeling......Page 3
Copyright Page......Page 4
Acknowledgments......Page 5
About the Author......Page 6
About the Book......Page 8
David Griffiths—Low-Poly Vehicle Tutorial......Page 9
Tom Painter—Character Tutorial......Page 10
Why This Book Was Originally Written......Page 11
Introduction to 3ds Max......Page 12
The Quad Menu......Page 16
Geometry......Page 17
Stitched Geometry and Floating or Intersecting Geometry......Page 19
LODs......Page 20
Textures......Page 21
Types of Texture Layouts......Page 24
Unique Texture......Page 25
A Unique Texture with Tiling Elements......Page 26
Model 1—Cardboard Box......Page 28
3ds Max Shortcuts......Page 30
Texture-Mapping Your Box......Page 31
Rendering Your Model......Page 42
Model 2—Creating a Plastic Barrel......Page 44
Performing the Boolean......Page 52
Fixing Your Mistakes......Page 54
Creating the Texture for the Barrel......Page 63
Texture-Mapping the Barrel......Page 68
Creating Complex Objects from Primitives......Page 76
Creating the Blockout......Page 78
Scene Setup......Page 82
Smoothing Groups......Page 101
Unwrapping and Texturing the Floor Buffer......Page 103
Creating and Using Alpha Maps/Channels......Page 125
Creating the Diffuse Textures for Vegetation......Page 130
Modeling Vegetation......Page 142
Low-Poly Vehicle......Page 152
Creating the Texture Map for the Truck......Page 239
The Finished Truck......Page 243
Creating LODs......Page 244
LOD 1......Page 248
LOD 2......Page 249
LOD 4......Page 250
Normal Maps......Page 252
The Process of Creating a Normal Map......Page 255
Tips for Creating Normal Maps......Page 267
Gallery......Page 269
Are You Ready? OK, Let’s Go!......Page 281
The 2D Plan......Page 283
Blockout......Page 284
Concept......Page 291
Production......Page 294
Lighting and Rendering the Final Scene......Page 330
Introduction......Page 336
Before You Start: The Concept......Page 337
An Extensive Knowledge of Anatomy......Page 338
Ask Questions......Page 339
Collecting References......Page 340
Getting Ready to Start—Setting Up Image Planes......Page 341
Starting to Build the Character......Page 342
Expert Mode, Hotkeys, and Scripting......Page 344
Viewport Preference Settings......Page 345
Getting the Basic Proportions Right......Page 346
Cutting in More Detail......Page 354
The Shell Modifier......Page 365
Helmet......Page 366
Shoulder Pads......Page 367
Glove......Page 368
Shin Pads......Page 369
Chemical Suit......Page 370
Breathing Pipe......Page 371
Microbeveling......Page 375
Microbeveling the Shoe Edges......Page 378
Finishing the Symmetrical Details......Page 380
Making the UVs in UVlayout......Page 381
The Asymmetrical Details: Making the Folds and Creases......Page 388
Gravity, Tension, and the Feel of the Fabric......Page 389
The Ambient Occlusion Bake......Page 392
Final Tweaks......Page 395
Texturing Eats Your RAM!......Page 396
Baking the Basic Colors......Page 397
Masking Each Layer......Page 401
3D Paint Applications......Page 405
Rendering the UV Template......Page 406
Painting the Dirt Map......Page 407
Painting the Scratch Map......Page 411
Layered Scratch Masks......Page 412
Painting the High-Frequency Detail Layers......Page 413
Normal and Specular Maps......Page 415
Normal Mapping the High-Frequency Details......Page 419
Metal Textures......Page 422
Glowing Bulbs......Page 423
The High-Resolution Specular Textures......Page 424
The Gun......Page 426
In-Game Mesh Modeling......Page 427
In-Game Mesh UVing......Page 431
Baking Down the High-Resolution Details......Page 434
The Studio Wall......Page 440
Creating the Lights......Page 441
Materials in Theory......Page 444
Materials in 3ds Max......Page 445
The Final Renders......Page 447
Portfolio......Page 450
What to Include in Your Portfolio......Page 451
What Not to Include......Page 453
Organizing the Content......Page 454
Final Presentation of Your Portfolio......Page 455
Applying for a Job......Page 456
Resume/CV......Page 457
At the Interview......Page 458
✦ Subjects
Библиотека;Компьютерная литература;Autodesk 3ds Max / Maya;
📜 SIMILAR VOLUMES
The book will provide insider tips, traps, and techniques on how to create 3d assets for use in computer games and simulation systems. The book will consist of a series of tutorials, starting with simpler models and moving up to more complex builds. As the book comes to us directly from successful g
This is a book for the avid gamer who wants to take his or her real-time adventures to the next level: customization. This book is also for anyone interested in making a career in game production. Have you ever wanted to improve upon your existing games or perhaps even had an idea for a game you wou