By Andrew Gahan

ISBN-10: 0240815823

ISBN-13: 9780240815824

With 18 years below his belt within the video game undefined, a key contributor to the MotorStorm sequence, and the writer of the 3ds Max in mins video sequence (at FocalPress.com), Andrew Gahan offers the professional innovations in 3ds Max Modeling for video games, second edition.  This up-to-date version is jam-packed with new tutorials that may increase your modeling abilities and pump up your portfolio with top quality paintings in no time.  besides Anthony O'Donnell and a group of specialists, Gahan covers the entire basic video game modeling thoughts, together with personality and setting modeling, mapping, and texturing. Finally, an advantage part in 3ds Max Modeling for video games deals readers insights and how you can get their careers begun within the video game undefined.   New, extended tutorials take readers of all skills via complete personality and setting modeling from commencing to finish better half site (3d-for-games.com) deals a powerful, supportive discussion board the place readers can get observation on new paintings, strengthen talents and portfolio artwork, in addition to community with different online game artists on quite a few projects.  additionally good points venture records for all tutorials within the publication and adequate aid pictures and photographs to maintain the budding artist busy for months thoroughly up-to-date gallery permits the reader to construct on numerous types * New, accelerated tutorials (with the time they take indicated) lead readers via a personality and atmosphere from commencing to finish and develop into extra complicated because the ebook progresses * significant other web site encompasses a strong and supportive discussion board the place readers can get statement on new paintings, boost their talents and community with video games professionals--currently has over 10,000 posts * significant other web site additionally bargains all venture records for tutorials and resource photos and photographs to maintain the budding artist busy for months

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Additional info for 3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I

Sample text

Once we’ve selected the edges, we need to jump back to the Front view (shortcut F) so that we can see how far we need to move them down. Hit F3 to make this easier. Moving these edges down has highlighted how a few of the edges need to be turned so that the curves on the barrel look more realistic. Press F2 and then Ctrl + A to display all the edges. Have a look to see whether you can improve some of the curves by turning edges. This isn’t important; it just improves the form of the model when viewed from some acute angles.

One thing to watch out for when creating texture maps with these tools is not to repeat obvious areas of the texture. This sort of repetition really stands out and ruins the illusion of your model being real. Any bright spots or dark creases should only exist once or be completely removed. The horizontal lines around the barrel should be removed too, as we’ll add these back in later. 50 As you can see from this image, after only a few minutes of cloning and healing, the texture map is starting to take shape.

As you can see, there are a few of really thin polygons around where we join the handle and the barrel together, so let’s clean them up by selecting Edit Geometry and Turn. We’ll turn each of the long edges until we get something that looks like Fig. 42. 42 Remember to confirm that Ignore Backfacing is selected so that you don’t accidentally turn edges on the back of the object by mistake. Errors like this can be quite time-consuming to fix if they go unnoticed—as you won’t really want to use Undo if you’ve done a lot of modeling.

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3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I by Andrew Gahan


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