3ds Max modeling for games : insider's guide to game character, vehicle, and environment modeling
Record details
- ISBN: 1136139095
- ISBN: 9781136139093
- ISBN: 1136139052
- ISBN: 9781136139055
- ISBN: 1136139109
- ISBN: 9781136139109
- ISBN: 0080927963
- ISBN: 9780080927961
- ISBN: 0240810619
- ISBN: 9780240810614
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Physical Description:
1 online resource (xiv, 322 pages) : color illustrations
remote - Publisher: Amsterdam ; Boston : Focal Press/Elsevier, ©2009.
Content descriptions
General Note: | Includes index. |
Bibliography, etc. Note: | Includes bibliographical references and index. |
Formatted Contents Note: | 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 -- Why this book was written -- How this book is organised -- A short introduction to the guest writers included in the book, who they are, and what they have created. -- 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 image *Moving 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. |
Source of Description Note: | Print version record. |
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Genre: | Electronic books. Electronic books. |