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 | GAME CHARACTER MODELING AND ANIMATION WITH 3DS MAX
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To order this title, and for more information, click here
By
Yancey Clinton, An internationally known Master of 3ds Max who has instructed thousands of designers for new careers in the 3D arts. Has his own freelance
production company and over 15 years experience in 3D production. Discreet Certified Instructor of 3ds Max, and an Adobe Certified Trainer,
he lives in San Francisco, USA.
Description
This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.
Offering a complete overview
of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset
pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the
most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning
a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation
and deeper into Character Studio.
But it doesn't end there! Yancey also shows you the final step; how to actually put the model into
the Unreal editor and compile it for play in Unreal Tournament.
Audience
Game designers, programmers, art directors, and sound designers. Students will learn how to design effective interactive characters.
Contents
Why make a real-time character?
What it takes to make real-time character?
Software
Hardware
Time
What is a 3d real-time character made
of?
Model
Texture
Skeleton
Animations
What this book will teach you and include
How to do all of the above
Samples of the above
Chapter
1 3D Character modeling
Character design, before you begin modeling
The model sheet
Setting up for 3d character modeling
Where to start
Building in pieces
Body Building
Tutorial
Head Building (more than just low polly modeling)
Tutorial
Finalizing in preparation for unwrapping
Chapter 2 Texture Mapping and the UVW Unwrap Modifier
What is a texture map?
Components of a complete texture map
Diffuse
Bump Map
Normal
Bump Map (max7)
What is mapping?
Spherical mapping
Planer mapping
Cylindrical mapping
Box mapping
What is UVW Unwrap?
Why Unwrap?
Why
the checker map?
Unwrapping the Body
Tutorial
Unwrapping the Head
Tutorial
Preparation for Painting
Chapter 3 - Painting the texture
Painting in Photoshop CS, tools
Editing your Unwrap snapshot, layers, crop
Painting Faces
Painting cloths
File types
Chapter 4 - Rigging
One small fix for the model before rigging (UT2004fix)
Introduction to Character Studio
Biped
Figure mode
Sizing the Armature
Footstep
mode
Freeform mode
Physique
Adding Physique for Games
Adding Physique for everyone else
Editing the Physique modifier
The Rig
Tutorial
Adding animation to your Biped
The 68 animations for Unreal2004
Changing animations (.BIP's)
Exporting for UT2004
Chapter 5 - Export/Import
Using Actor-X
Gathering assets
Using Unreal Ed 3.0 to compile your character
Tutorial
Adding your character to the game
Tutorial
Chapter
6 – Editing Motion capture data with Character Studio
Importing, key reduction, footprint extraction
Conversion to freeform/footprint
Editing, blending, layers, motion flow
Afterword
| Bibliographic details |
Paperback, 360 pages, publication date: AUG-2007
ISBN-13: 978-0-240-80978-6
ISBN-10: 0-240-80978-5
Imprint: FOCAL PRESS
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| Price and Ordering |
Price:
EUR 40.95 USD 44.95 GBP 26.99
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Books and book related electronic products are priced in US dollars (USD), euro (EUR), and Great Britain Pounds (GBP). USD prices apply to the Americas and Asia Pacific. EUR prices apply in Europe and the Middle East. GBP prices apply to the UK and all other countries.
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Last update: 27 Sep 2008
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