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3ds Max modeling for games : insider's guide to game character, vehicle, and environment modeling

Author: Andrew Gahan
Publisher: Burlington, MA : Focal Press/Elsevier, ©2009.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:

Offers insider tips, traps, and techniques on how to create 3d assets for use in computer games and simulation systems. This book teaches the important game modeling elements of 3ds Max: character  Read more...

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Genre/Form: Electronic books
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Andrew Gahan
OCLC Number: 535166527
Notes: Title from title screen.
Includes index.
Description: 1 online resource.
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 - 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
Responsibility: Andrew Gahan.

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