By Andrew Gahan

ISBN-10: 0240815823

ISBN-13: 9780240815824

The booklet will supply insider counsel, traps, and methods on the way to create 3d resources to be used in desktop video games and simulation platforms. The publication will include a sequence of tutorials, beginning with easier versions and relocating as much as extra advanced builds. because the booklet involves us at once from profitable online game artists inside advertisement video game improvement circles (Gahan + individuals) aspiring online game artists also will locate prepared insights on tips to get forward within the online game undefined, i.e. how one can arrange your individual portfolio to supply an side during this super aggressive global of online game development.

The power of this e-book is that it teaches the entire very important video game modeling components of 3ds Max: personality modeling, surroundings modeling, mapping. The e-book covers find out how to version, texture and animate credible video game characters and degrees utilizing 3ds max. As readers movement from instructional to instructional, they are going to be construction their very own portfolio of top of the range paintings.

The DVD includes numerous examples of what is scorching and what is now not in 3D modeling and likewise sufficient help photos and pictures to maintain the budding artist busy for months; positive aspects:
-step-by-step undertaking records for every chapter
-all the correct texture records and resource images used to create the feel maps utilized to the 3D tasks.
-extras: panoramic skies, small scene items and a many texture maps and versions in order that artists can create entire scenes in a short time with out ranging from scratch every time.
-royalty unfastened inventory photographs that artists can use of their personal texture maps, types and scenes.
-additional fabric at the book's bonus site at

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Extra resources for 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I: 1

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First, select Edit from the main toolbar at the top of the screen and select Object Properties to open a pop-up box. In Display Properties, check Backface Cull, and click OK. By checking Backface Cull, all the polygons will be displayed only as one-sided. Next, we need to delete a few polygons and weld the vertices to fill the hole. If you weld the vertices first, you may unknowingly create some inner-facing polygons. Not only will these affect the smoothing on the object, but they can also make some of the UVW unwrapping confusing.

Don’t worry if your names don’t match mine at this point, as they can be renamed. 22 Creating, Unwrapping, and Texturing Simple Models Click on the first material in the list, next to ID 1 (Material #2 in my case) and assign a Bitmap material to it. To do this, first click on the Sub-Material (Fig. 9), click the small square button to the right of “diffuse” in Blinn Basic Parameters (Fig. 11), and click OK. jpg from \Chapter 1\Textures\ from the download area on the Web site. com, click on the Books and Media tab, and then click on 3ds Max Modeling for Games 2nd Edition and the downloads for each chapter will be in yellow at the bottom of the page.

Although the barrel shape has flat sides, its corners are rounded, so in this instance, we should consider mapping the sides with cylindrical mapping. This means that the texture for this part of the model needs to “tile” (that is, to wrap seamlessly around the model). With this in mind, we will dedicate most of the texture page to the sides, but we’ll also make sure that it covers the top area of the texture completely (from left to right) so that we can use the Offset tool in Photoshop. This approach will enable us to tile the texture and thus to seamlessly map all the sides on the barrel.

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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I: 1 by Andrew Gahan

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