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

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 t...

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Detalles Bibliográficos
Otros Autores: Gahan, Andrew, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Waltham, Massachusetts : Focal Press [2011]
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628355006719
Tabla de Contenidos:
  • Cover; 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling; Copyright; 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 BoxCommon 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 TruckChapter 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 PlanesStarting to Build the Character; Expert Mode, Hotkeys, and Scripting; Viewport Preference Settings; 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 DetailsMaking the UVs in UVlayout; 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