3ds Max Modeling for Games: Insider's Guide to Game by Andrew Gahan

By Andrew Gahan

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 provides the specialist strategies in 3ds Max Modeling for video games, 2nd edition.  This up to date version is choked with new tutorials that may improve your modeling abilities and pump up your portfolio with fine quality paintings in no time.  in addition to Anthony O'Donnell and a group of specialists, Gahan covers the entire basic online game modeling options, together with personality and surroundings modeling, mapping, and texturing. Finally, an advantage part in 3ds Max Modeling for video games deals readers insights and the right way to get their careers all started within the video game industry.


    • New, elevated tutorials take readers of all talents via complete personality and surroundings modeling from commencing to end
    • Companion web site (3d-for-games.com) deals a strong, supportive discussion board the place readers can get statement on new paintings, advance abilities and portfolio paintings, in addition to community with different online game artists on various projects.  additionally gains undertaking records for all tutorials within the e-book and adequate help photos and pictures to maintain the budding artist busy for months
    • Completely up to date gallery permits the reader to construct on a variety of models

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

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It’s quite common to get a brief stating poly count when it actually refers to the triangle count. It may seem a small point, but is well worth checking as your model will be well off the stated detail if you fail to check. No one will mind if you ask questions like this, and could save both you and the client lots of unnecessary conflict. When would you ideally like delivery of the final asset? Although the client has specified that this is a fixed price job, so they don’t mind how long you spend on it, they could want it in three days time, and it could be a two-week build for you to complete.

Note As a finishing touch, try offsetting the top/cap vertices for the ‘liquid’ element in the Y axis (as shown in the render image Fig. 18b); this will help give the sensation of a liquid. 52 CHAPTER 4 Vegetation and Alpha Maps Creating and Using Alpha Maps/Channels In this chapter, we are going to look at the most common methods of creating various forms of vegetation used in the games industry. As creating foliage and leaves still relies heavily on alpha maps or a texture with an alpha channel, I’ll start off with a brief explanation.

Now this doesn’t have to be a mega Hansoft or Microsoft Project Plan, it can be a simple list of tasks with estimates against them in a notepad. 31 3ds Max Modeling for Games First of all, you need to break down the project into components. ) For each asset, we now need to break the work down into smaller tasks, adding rough estimates for each one… House Modeling Detailing Unwrapping Textures 8 days 2 days 1 day 4 days So for the house asset we have a rough estimate of 15 days. Continue to do this for all of the other assets in your scene.

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