3ds Max Modeling for Games
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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling

3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling

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About the Book

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 game artists within commercial game development circles (Gahan + contributors) aspiring game artists will also find keen insights on how to get ahead in the game industry, i.e. how to prepare your personal portfolio to provide an edge in this extremely competitive world of game development.The strength of this book is that it teaches all of the important game modeling elements of 3ds Max: character modeling, environment modeling, mapping. The book covers how to model, texture and animate credible game characters and levels using 3ds max. As readers move from tutorial to tutorial, they will be building their own portfolio of high quality work. The DVD contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months; Features: -step-by-step project files for each chapter-all the relevant texture files and source photos used to create the texture maps applied to the 3D projects. -extras: panoramic skies, small scene objects and a many texture maps and models so that artists can create whole scenes very quickly without starting from scratch each time. -royalty free stock photos that artists can use in their own texture maps, models and scenes.

Table of 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.Introduction - Why this book was written - explaining what it offers that other books don't.About the author - including experience and games worked on.About the book - brief summary of the organisation of the bookAbout the Contributors (David Wilson, David Griffiths, Tom Painter) - short introduction to the guest writers included in the book, who they are, and what they have created in their own words. Chapter 1 - Low poly Asset 1 (30 min tutorial)Introduction to modellingSetting up 3ds MaxCreating a cardboard box using primitive objects3ds Max ShortcutsTexture mapping your box (UV mapping)Common problemsRendering your modelCreating a portfolio imageMoving on to Chapter 2Chapter 2 - Low poly Asset 2 (1-hour tutorial)Modifying Primitive Objects and UV MappingPerforming the BooleanFixing Your MistakesTexture Mapping the BarrelChapter 3 - Creating Texture Maps from PhotographsCameraPhoto ShootCreating the Cardboard Box Texture MapCreating the Barrel Texture MapCreating Alpha MapsAlpha Maps in 3ds MaxCreating a Tilting Alpha MapChapter 4 - Normal Mapping (David Wilson)IntroductionIt's All in the LightingThe Role of the Normal MapUsing Normal Maps in Practice -High-frequency detail -Low-frequency detail Creating a Weathered Door with a Tiled Normal Map (2 Hours)Creating a Reference ModelApplying a TextureCreating the Door ModelSetting Up UVsCreating the High-Resolution ComponentsCreating the Low-Frequency Normal MapFinishing the Low-Frequency Normal MapCreating the High-Frequency Normal MapViewing in 3ds MaxCreating the Final Look of the DoorMoving On from This LessonSummaryChapter 5 - Creating Complex Objects from Primitives (1-hour tutorial)Creating the First CogCreating the Cog Textures in PhotoshopUVW Mapping the CogsCreating the Rest of the CogsCreating More Complex Cogs Using Loft Compound ObjectCreating the AxleMOving On to Chapter 6Chapter 6 - Low-Poly Vehicle (David Griffiths)File_0 - File_173Creating the Texture Map for the Truck -Photoshop_file_1 - Photoshop_file_5The Finished TruckChapter 7 - High and Low Poly CharactersIntroductionOur "Pipeline"Before You Start: The Concept -An extensive knowledge of anatomy -Ask questions -Collecting references -Getting ready to start - setting up image planes Starting to Build the Character -Expert mode, hotkeys, and scripting -Viewport preferences Getting the Basic Proportions RightCutting in More DetailThe High-Resolution Mesh: Breaking Up the ShapesThe Shell ModifierThe High-Resolution Mesh: Adding More DetailSubdividing Your Model with TurboSmooth -Micro-Bevelling -Micro-bevelling the shoe edges -Finishing the symmetrical details Making the UVs in UVlayoutThe Assymetrical Details: Making the Folds and Creases -Flow, flow, flow! -Gravity, tension, and the feel of the fabric -The ambient occlusion bake Final TweaksTexturing Eats Your RAMBaking the Basic Colors -Masking each layer -3d paint applications -Graphics tablets -Rendering the UV template -Painting the dirt map -Painting the scratch map -Layered scratch masks -Painting the high-frequency detail layers -Normal and specular maps -Normal mapping the high-ferquency details -Adding more small details -The high-res specular textures -The gun -In-game mesh modeling In-Game Mesh UVingBaking Down the High-Res DetailsRendering Your Character -The studio wall -The camera -Creating the lights -Materials in theory -Materials in 3ds max -The final renders Chapter 8 - Mid-Poly EnvironmentIntroductionCreating the Initial Textures in PhotoshopCreating the Basic Structure in 3ds MaxThe RoofTwo Final Tips -Composition and The Rule of Thirds -Lighting and three-point lighting Moving ForwardsChapter 9 - Portfolio and InterviewPortfolio -What to include in your portfolio -What not to include -Producing the work -Organizing the content -Final presentation of your portfolio Applying for a Job -Resume or curriculum vitae and cover letter Gallery of ImagesIndex


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Product Details
  • ISBN-13: 9781136139093
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Focal Press
  • Language: English
  • No of Pages: 336
  • Returnable: N
  • ISBN-10: 1136139095
  • Publisher Date: 12 Oct 2012
  • Binding: Digital (delivered electronically)
  • No of Pages: 336
  • Returnable: N
  • Sub Title: Insider's Guide to Game Character, Vehicle, and Environment Modeling


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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling
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