3ds max modeling for games Volume II : insider's guide to stylized modeling Volume II :

There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with th...

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Detalles Bibliográficos
Otros Autores: Gahan, Andrew., author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Waltham, Mass. : Focal Press, an imprint of Elsevier 2012.
Edición:Second edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627995206719
Tabla de Contenidos:
  • Cover; 3ds Max Modeling for Games: Insider's Guide to Stylized Modeling; Copyright; Contents; Acknowledgments; Introduction; CHAPTER 1 Introduction to 3ds Max and Basic Modeling Terms; Viewport Navigation; The Quad Menu; Setting Up 3ds Max; Game Art Terminology; Geometry; Stitched Geometry and Floating or Intersecting Geometry; LODs; Textures; What's New in 3ds Max 2012; Nitrous Accelerated Graphic Core; The Stylistic Rendering; Updated UV Editor; Quick Transform; Reshape Elements; Explode; Weld; Peel; Arrange Elements; New Graphite Modeling Tools
  • CHAPTER 2 Planning Your Project Including Making a PlanIntroduction; What We Are Building and Why; Reference Materials Including Mood Boards; Brief; Concept Art; Making a Plan and Estimating Your Work; CHAPTER 3 Adapting a Concept; CHAPTER 4 Vegetation and Alpha Maps; Creating and Using Alpha Maps/Channels; Creating the Diffuse Textures for Vegetation; Modeling Vegetation; CHAPTER 5 Introduction to Maya; Tutorial Overview; Setup; Creating the Trashcan; UV Unwrapping the Low Poly; High Resolution Object Modeling for Normal and Occlusion Baking; Bevels and Lid Details; Handle Plates; Indents
  • Transfer Ambient Occlusion and Normal MapsxNormal; Texturing in Photoshop; Basic Rendering in Maya; CHAPTER 6 Modeling the Robot in Maya; Modeling the Low Poly Version; Unwrapping the Robot; Baking the Texture Maps; Texturing the Robot; CHAPTER 7 Gallery; CHAPTER 8 Modeling the Character Robert Using Zbrush; Maya Modeling; UV Maps and Texturing; Zbrush Detailing; Hair; Final Stage; Importing and Applying the Textures; Rendering; Final; CHAPTER 9 Modeling the House; CHAPTER 10 Polishing Your Scene and Modeling Projects to Complete; CHAPTER 11 Portfolio and Interview; Portfolio
  • What to Include in Your PortfolioWhat Not to Include; Producing the Work; Organizing the Content; Final Presentation of Your Portfolio; Applying for a Job; Résumé or Curriculum Vitae and Cover Letter; At the Interview; CHAPTER 12 Creating the Initial Cover Image; Layout; Composition and the Rule of Thirds; Robot; Robot Render layer; Three- and Four-Point Lighting; Robert; Robert Render Layer; Background; Robert 2D Fixes and Final Polish; Robot 2D Fixes and Final Polish; Foreground FX; Final Composition; Index