Contents

Acknowledgments

About the Author

About the Book

About the Contributors

Introduction

Chapter 1: Introduction to 3ds Max

The Quad Menu

Setting Up 3ds Max

Game Art Terminology

Geometry

Stitched Geometry and Floating or Intersecting Geometry

LODs

Textures

Types of Texture Layouts

Tiling Texture

Unique Texture

A Unique Texture with Tiling Elements

Chapter 2: Creating, Unwrapping, and Texturing Simple Models

Model 1—Cardboard Box

3ds Max Shortcuts

Texture-Mapping Your Box

Common Problems

Rendering Your Model

Model 2—Creating a Plastic Barrel

Performing the Boolean

Fixing Your Mistakes

Creating the Texture for the Barrel

Texture-Mapping the Barrel

Chapter 3: Creating Complex Objects from Primitives

Creating the Blockout

Creating the Final Model

Scene Setup

Smoothing Groups

Unwrapping and Texturing the Floor Buffer

Chapter 4: Vegetation and Alpha Maps

Creating and Using Alpha Maps/Channels

Creating the Diffuse Textures for Vegetation

Modeling Vegetation

Chapter 5: Low-Poly Vehicle

Creating the Texture Map for the Truck

The Finished Truck

Chapter 6: Creating LODs

LOD 1

LOD 2

LOD 3

LOD 4

Chapter 7: Normal Maps

World Space and Object Space Normal Maps

Tangent Space Normal Map

The Process of Creating a Normal Map

Tips for Creating Normal Maps

Chapter 8: Gallery

Chapter 9: Creating a 3D Environment

Are you ready? OK, let’s go!

The 2D Plan

Blockout

Concept

Production

Lighting and Rendering the Final Scene

Chapter 10: 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

Helmet

Mask

Vest

Shoulder Pads

Forearm Pad and Kneepad

Gas Tank

Glove

Belt and Details

Codpiece and Other Details

Shin Pads

Kneepad and Shoe

Chemical Suit

Breathing Pipe

Subdividing Your Model with TurboSmooth

Microbeveling

Microbeveling the Shoe Edges

Finishing the Symmetrical Details

Making the UVs in UV layout

The Asymmetrical 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-Frequency Details

Adding More Small Details

The Danger Label on the Gas Tank

Metal Textures

Glowing Bulbs

Micro Bumps Layer

The High-Resolution Specular Textures

The Gun

In-Game Mesh Modeling

In-Game Mesh UVing

Baking Down the High-Resolution Details

Rendering Your Character

The Studio Wall

The Camera

Creating the Lights

Materials in Theory

Materials in 3ds Max

The Final Renders

Chapter 11: 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

At the Interview

Index

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