Download 3ds Max Modeling for Games, Second Edition: Insider's Guide by Andrew Gahan PDF

By Andrew Gahan

With 18 years less than his belt within the online game undefined, a key contributor to the MotorStorm sequence, and the writer of the 3ds Max in mins video sequence (at, Andrew Gahan can provide the professional suggestions in 3ds Max Modeling for video games, second edition.  This up-to-date variation is filled with new tutorials that may increase your modeling abilities and pump up your portfolio with high quality paintings in no time.  besides Anthony O'Donnell and a group of specialists, Gahan covers all the basic video game modeling strategies, together with personality and setting modeling, mapping, and texturing. Finally, an advantage part in 3ds Max Modeling for video games bargains readers insights and how to get their careers all started within the video game undefined.   New, multiplied tutorials take readers of all talents via complete personality and setting modeling from starting to finish significant other web site ( bargains a powerful, supportive discussion board the place readers can get statement on new paintings, advance talents and portfolio paintings, in addition to community with different online game artists on a number of projects.  additionally good points venture records for all tutorials within the booklet and adequate aid photos and pictures to maintain the budding artist busy for months thoroughly up-to-date gallery permits the reader to construct on numerous types * New, increased tutorials (with the time they take indicated) lead readers via a personality and setting from commencing to finish and develop into extra advanced because the ebook progresses * better half web site encompasses a powerful and supportive discussion board the place readers can get observation on new paintings, increase their talents and community with video games professionals--currently has over 10,000 posts * significant other site additionally bargains all venture documents for tutorials and resource photos and images to maintain the budding artist busy for months

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Read or Download 3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I PDF

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

Example text

Please refer to the introduction of the book for details on how to get these. To build this model, we will be doing slightly more modeling than the first tutorial and a little more complex mapping; but don’t worry, we’ll guide you through this, step by step. We will use the reference photos as a guide to model from, and we will use them again to create the texture map. First, open up 3ds Max and start with a new scene (File > New, select the New All, and click OK). The first thing we need to do is load the first photo into 3ds Max to use as a guide.

Click T for Top viewport, and click Z for Zoom Extents. Click Select and Uniform Scale and scale the vertices in to give a slight bevel to the top and bottom of the barrel. If you drag toward the center of the barrel when scaling, look at the co-ordinates at the bottom of the screen (just right of center). Drag until you hit 90%, which should look about right. Again, you don’t have to be especially accurate on this. Click F to go to the Front viewport and scale the same set of vertices a little on the y-axis until your barrel looks something like Fig.

Because of this, I advise you to complete the tutorials in order so that you don’t miss anything; even if you know what you are doing, at least skim read them as there could be something important that you miss, which could cause problems for you later on. Ok, let’s move on with the modeling. This time, we will be creating another primitive object and using a lot of different actions, including Editable Poly, Select and Uniform Scale, loading background images, keyboard shortcuts, object properties (See-Through and Backface Cull), Boolean (Cut & Union), deleting faces, and Target Weld for vertices.

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