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3DS MAX MODELING FOR GAMES
3ds Max Modeling for GamesInsider's Guide to Game Character, Vehicle, and Environment Modeling
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By
Andrew Gahan, Andrew Gahan is a leading industry authority in next-generation consoles and digital gaming. He is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, ZBrush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins).

Description
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Audience
Computer graphic (CG) artists including animators, 3d artists, game designers, web artists. Level: Intermediate to Advanced

Contents
Max Modeling for Games Brief Outline - This book is an essential guide for the 3D artist using Max who wants to grow into developing 3D content for computer games and simulations. Preface - About the author - including experience and games worked on. Why this book was written - explaining what it offers that other books don't. How this book is organised - brief summary of each chapter explaining the content of each. A short introduction to the guest writers included in the book, who they are, and what they have created. This includes their experiences and background and successes. Chapter 1 - Low poly Asset (30 min tutorial) Introduction to modelling Setting up 3ds Max Creating a cardboard box using primitive objects 3ds Max Shortcuts Texture mapping your box (UV mapping) Common problems Rendering your model Creating a portfolio image Moving on to Chapter 2 Chapter 2 - Low poly Asset 2 (1 hour tutorial) Creating primitive objects Slice, Extrusion and Scale Creating simple textures in Photoshop from photos Applying textures to the model (UV mapping) Common problems Rendering your model Creating a portfolio image Moving on to Chapter 3 Chapter 3 - Low poly Asset 3 (2 hour tutorial) Creating primitive objects New tools Creating textures in Photoshop from photos Applying textures to the model (UV mapping) Common problems Rendering your model Creating a portfolio imageMoving on to Chapter 4 Chapter 4 - Creating Complex Texture Maps from Photographs Basic equipment Taking your own photos Photoshop Layers Crop, Transform, Scale, Rotate, Skew, Distort and Perspective Making tillable textures Healing brush, clone stamp and eraser Levels and Curves Brightness/Contrast Hue/Saturation Common problems Rendering your texture Creating a portfolio image Moving on to Chapter 5 Chapter 5 - Low poly in-game vehicle Blueprints/sketch Image planes Bonnet Body Doors Roof Details Wheel arches Windows Wheels Textures & UV?s Common problems Rendering your model Moving on to Chapter 5 Chapter 6 - Low poly in-game character Reference material Starting out Basic shape Head and Neck Adding details Shoulders Arms Joints Face Hands Final details Common problems Posing your character Rendering your model Moving on to Chapter 7 Chapter 7 - Low poly in-game Environment Reference material Blocking out the basic shapes Adding detail Creating the texture maps for the scene Low poly foliage using alpha maps Adding existing assets to the scene Final composition Simple lighting Common problems Rendering your scene Moving on to Chapter 8 Chapter 8 - Mid poly in-game Vehicle Creating Blueprints in Photoshop Setting up image planes Tools and the workspace Starting the model - wings and side Modeling the front bumper and bonnet Modeling the rear bumper and boot Modeling the roof Tiding up the bodywork Modeling the Interior Lights, wing mirrors and handles Wheel Styles and theory (short section on different techniques) Hi poly wheel Normal map / alpha map creation Low poly wheel UV mapping the body and texture space usage Mirroring the body and combining the meshes Separating the body parts Any final modeling tweaks Naming conventions and tiding up the scene Getting UV's into Photoshop & using layers Common problems Rendering your model Moving on to Chapter 9 Chapter 9 - Mid poly in-game Character Collecting reference Setting up the scene Building the torso Arms and legs Hands and feet Creating the head Nose and eyes Mouth and ears Final refinements and details Textures and mapping Surface detail and maps Common problems Rendering your character Moving on to Chapter 10 Chapter 10 - Lighting and Rendering Simple lights Three point lighting Shadows Rendering Common problems Re-rendering your previous work Moving on to Chapter 11 Chapter 11 - Final Piece Collecting reference Setting up the scene White boxing key elements Building the scene up using assets you?ve created Composition and scale Adding detail to the walls Creating the roof Simple lights Final touches Common Problems Rendering your scene Moving on to Chapter 12 Chapter 12 - Putting your portfolio together What to include Organising the content Final presentation Applying for a job At the interview

Bibliographic details
Paperback, 336 pages, publication date: AUG-2008
ISBN-13: 978-0-240-81061-4
Imprint: FOCAL PRESS

Price and Ordering
Price:
EUR 41.95
USD 49.95
GBP 28.99
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Last update: 27 Sep 2008
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