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Home > Computing and Information Technology > Graphical and digital media applications > Digital animation > 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I
3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I

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


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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 book About 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 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) Modifying Primitive Objects and UV Mapping Performing the Boolean Fixing Your Mistakes Texture Mapping the Barrel Chapter 3 - Creating Texture Maps from Photographs Camera Photo Shoot Creating the Cardboard Box Texture Map Creating the Barrel Texture Map Creating Alpha Maps Alpha Maps in 3ds Max Creating a Tilting Alpha Map Chapter 4 - Normal Mapping (David Wilson) Introduction It's All in the Lighting The Role of the Normal Map Using Normal Maps in Practice -High-frequency detail -Low-frequency detail Creating a Weathered Door with a Tiled Normal Map (2 Hours) Creating a Reference Model Applying a Texture Creating the Door Model Setting Up UVs Creating the High-Resolution Components Creating the Low-Frequency Normal Map Finishing the Low-Frequency Normal Map Creating the High-Frequency Normal Map Viewing in 3ds Max Creating the Final Look of the Door Moving On from This Lesson Summary Chapter 5 - Creating Complex Objects from Primitives (1-hour tutorial) Creating the First Cog Creating the Cog Textures in Photoshop UVW Mapping the Cogs Creating the Rest of the Cogs Creating More Complex Cogs Using Loft Compound Object Creating the Axle MOving On to Chapter 6 Chapter 6 - Low-Poly Vehicle (David Griffiths) File_0 - File_173 Creating the Texture Map for the Truck -Photoshop_file_1 - Photoshop_file_5 The Finished Truck Chapter 7 - High and Low Poly Characters Introduction Our "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 Right Cutting in More Detail The High-Resolution Mesh: Breaking Up the Shapes The Shell Modifier The High-Resolution Mesh: Adding More Detail Subdividing Your Model with TurboSmooth -Micro-Bevelling -Micro-bevelling the shoe edges -Finishing the symmetrical details Making the UVs in UVlayout The Assymetrical Details: Making the Folds and Creases -Flow, flow, flow! -Gravity, tension, and the feel of the fabric -The ambient occlusion bake Final Tweaks Texturing Eats Your RAM Baking 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 UVing Baking Down the High-Res Details Rendering Your Character -The studio wall -The camera -Creating the lights -Materials in theory -Materials in 3ds max -The final renders Chapter 8 - Mid-Poly Environment Introduction Creating the Initial Textures in Photoshop Creating the Basic Structure in 3ds Max The Roof Two Final Tips -Composition and The Rule of Thirds -Lighting and three-point lighting Moving Forwards Chapter 9 - Portfolio and Interview Portfolio -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 Images Index

About the Author :
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)


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Product Details
  • ISBN-13: 9781136139109
  • Publisher: Taylor & Francis Ltd
  • Publisher Imprint: Routledge
  • Language: English
  • No of Pages: 336
  • ISBN-10: 1136139109
  • Publisher Date: 12 Oct 2012
  • Binding: Digital (delivered electronically)
  • No of Pages: 336
  • Sub Title: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I


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