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Book Description

With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry.

New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end

Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months

Completely updated gallery allows the reader to build on various models

Table of Contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Acknowledgments
  7. About the Author
  8. About the Book
  9. About the Contributors
  10. Introduction
  11. Chapter 1: Introduction to 3ds Max
    1. The Quad Menu
    2. Setting Up 3ds Max
    3. Game Art Terminology
    4. Geometry
    5. Stitched Geometry and Floating or Intersecting Geometry
    6. LODs
    7. Textures
    8. Types of Texture Layouts
    9. Tiling Texture
    10. Unique Texture
    11. A Unique Texture with Tiling Elements
  12. Chapter 2: Creating, Unwrapping, and Texturing Simple Models
    1. Model 1—Cardboard Box
    2. 3ds Max Shortcuts
    3. Texture-Mapping Your Box
    4. Common Problems
    5. Rendering Your Model
    6. Model 2—Creating a Plastic Barrel
    7. Performing the Boolean
    8. Fixing Your Mistakes
    9. Creating the Texture for the Barrel
    10. Texture-Mapping the Barrel
  13. Chapter 3: Creating Complex Objects from Primitives
    1. Creating the Blockout
    2. Creating the Final Model
      1. Scene Setup
      2. Smoothing Groups
      3. Unwrapping and Texturing the Floor Buffer
  14. Chapter 4: Vegetation and Alpha Maps
    1. Creating and Using Alpha Maps/Channels
    2. Creating the Diffuse Textures for Vegetation
    3. Modeling Vegetation
  15. Chapter 5: Low-Poly Vehicle
    1. Creating the Texture Map for the Truck
    2. The Finished Truck
  16. Chapter 6: Creating LODs
    1. LOD 1
    2. LOD 2
    3. LOD 3
    4. LOD 4
  17. Chapter 7: Normal Maps
    1. World Space and Object Space Normal Maps
    2. Tangent Space Normal Map
    3. The Process of Creating a Normal Map
      1. Tips for Creating Normal Maps
  18. Chapter 8: Gallery
  19. Chapter 9: Creating a 3D Environment
    1. Are you ready? OK, let’s go!
    2. The 2D Plan
    3. Blockout
    4. Concept
    5. Production
    6. Lighting and Rendering the Final Scene
  20. Chapter 10: High- and Low-Poly Characters
    1. Introduction
    2. Our “Pipeline”
    3. Before You Start: The Concept
      1. An Extensive Knowledge of Anatomy
      2. Ask Questions
      3. Collecting References
      4. Getting Ready to Start—Setting Up Image Planes
    4. Starting to Build the Character
      1. Expert Mode, Hotkeys, and Scripting
      2. Viewport Preferences
    5. Getting the Basic Proportions Right
    6. Cutting in More Detail
    7. The High-Resolution Mesh: Breaking Up the Shapes
    8. The Shell Modifier
    9. The High-Resolution Mesh: Adding More Detail
      1. Helmet
      2. Mask
      3. Vest
      4. Shoulder Pads
      5. Forearm Pad and Kneepad
      6. Gas Tank
      7. Glove
      8. Belt and Details
      9. Codpiece and Other Details
      10. Shin Pads
      11. Kneepad and Shoe
      12. Chemical Suit
      13. Breathing Pipe
    10. Subdividing Your Model with TurboSmooth
      1. Microbeveling
      2. Microbeveling the Shoe Edges
      3. Finishing the Symmetrical Details
    11. Making the UVs in UV layout
    12. The Asymmetrical Details: Making the Folds and Creases
      1. Flow, Flow, Flow!
      2. Gravity, Tension, and the Feel of the Fabric
      3. The Ambient Occlusion Bake
    13. Final Tweaks
    14. Texturing Eats Your RAM!
    15. Baking the Basic Colors
      1. Masking Each Layer
      2. 3D Paint Applications
      3. Graphics Tablets
      4. Rendering the UV Template
      5. Painting the Dirt Map
      6. Painting the Scratch Map
      7. Layered Scratch Masks
      8. Painting the High-Frequency Detail Layers
      9. Normal and Specular Maps
      10. Normal Mapping the High-Frequency Details
      11. Adding More Small Details
      12. The Danger Label on the Gas Tank
      13. Metal Textures
      14. Glowing Bulbs
      15. Micro Bumps Layer
      16. The High-Resolution Specular Textures
      17. The Gun
      18. In-Game Mesh Modeling
    16. In-Game Mesh UVing
    17. Baking Down the High-Resolution Details
    18. Rendering Your Character
      1. The Studio Wall
      2. The Camera
      3. Creating the Lights
      4. Materials in Theory
      5. Materials in 3ds Max
      6. The Final Renders
  21. Chapter 11: Portfolio and Interview
    1. Portfolio
      1. What to Include in Your Portfolio
      2. What Not to Include
      3. Producing the Work
      4. Organizing the Content
      5. Final Presentation of Your Portfolio
    2. Applying for a Job
      1. Resume or Curriculum Vitae and Cover Letter
      2. At the Interview
  22. Index
3.142.171.180