 |
 |
 | 3DS MAX MODELING FOR GAMES
|  |
 |  |  |
 |
 |
Insider's Guide to Game Character, Vehicle, and Environment Modeling To order this title, and for more information, click here
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
To order this title, and for more information, click here
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
|  |
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.
|
See also information about conditions of sale & ordering procedures, and links to our regional sales offices.
|
036/339
Last update: 27 Sep 2008
|
 |
|  |
 |  |  |
 |
|
|  |