Fülszöveg
Whether you're new to 3D Studio Max or you're an experienced developer working on your next game, Modeling a Character in 3DS Max will be an indispensable addition to your Max book collection. Paul Steed, modeler and animator of characters seen in id Software's Quake II and Quake III Arena, shows you all the tips, tricks, and techniques that have made him one of the industry's most recognized 3D artists. Essentially one long tutorial, this book chronicles the creation of a single character from concept to texture mapping. Using each body part as an opportunity to illustrate a different modeling method, Steed runs the gamut of character creation:
> Modeling with primitives
>¦ Using extrusions
V Dealing with Booleans
> Mirroring and reusing models
y Using high-poly mesh as a low-poly template
^ Optimization techniques
^ Applying UVW mapping coordinates
About the author:
Paul Steed is widely considered to be the dominant 3D game modeler and animator in the business. He...
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Fülszöveg
Whether you're new to 3D Studio Max or you're an experienced developer working on your next game, Modeling a Character in 3DS Max will be an indispensable addition to your Max book collection. Paul Steed, modeler and animator of characters seen in id Software's Quake II and Quake III Arena, shows you all the tips, tricks, and techniques that have made him one of the industry's most recognized 3D artists. Essentially one long tutorial, this book chronicles the creation of a single character from concept to texture mapping. Using each body part as an opportunity to illustrate a different modeling method, Steed runs the gamut of character creation:
> Modeling with primitives
>¦ Using extrusions
V Dealing with Booleans
> Mirroring and reusing models
y Using high-poly mesh as a low-poly template
^ Optimization techniques
^ Applying UVW mapping coordinates
About the author:
Paul Steed is widely considered to be the dominant 3D game modeler and animator in the business. He has worked in the computer game industry for nearly ten years, including four years at id Software, where he worked on Quake II, Quake III Arena, and Quake III Team Arena. He is now a producer at WildTangent, a web-based technology and content company founded by former Microsoft DirectX evangelist Alex St. John, where he builds and directs the creation of original content showcasing WildTangent's popular multimedia platform, the Web Driver. Steed has written articles for Game Developer magazine and tutorials for his "Thinking Outside the Box" column on Loonygames.com. He is a frequent speaker at the annual Game Developer Conference.
On the CD:
^ Models and texture maps
necessary for chapter tutorials
Texporter Max plug-in
Learn from one of the pros how to make low-poly, real-time game characters with Modeling a Character in 3DSMax\
WildTangent SDK and sample games and visual izers
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