Description
There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art).Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
--Author Andy Gahan is a seasoned professional and leading industry expert. Gahan is a key member of an award-winning game team scoring number 1 hits in Japan, Europe and America with the Playstation 3 smash hit MotorStorm. --Game Modeling techniques offered with artist's potential portfolio in mind. Find out what Art Directors and Managers are looking for. As readers move from tutorial to tutorial, they build their own portfolio of high-quality work to showcase. In fact, people bought VOLUME I are now professionals in the industry, producing great work - they post on the forum and share. --VOLUME II offers a new approach: the essentials of 3D game comic-style modeling - stylized characters, vehicles, assets and scenes - a la Pixar.
--Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
CONTENTS:
3ds Max Modeling for Games - VOLUME II
Insider's Guide to Stylized Game Character, Vehicle, and Environment Modeling
**ALL TECHNIQUES, TUTORIALS BELOW WILL FEATURE STYLIZED (COMIC-STYLE) ART. THIS IS THE DISTINCTION BETWEEN VOLUME I (WHICH OFFER REALISTIC STYLE ART).
Chapter 1 - Introduction to 3dsmax (20-30 pages)
* User Interface
* Primitives
* Viewports
* Projects
* Load & Save
Chapter 2 - Basics of Modeling and Texturing (20-30 pages)
* Creating a box asset
* Creating simple texture maps
* Creating texture maps from photographs
* Cleaning up images in Photoshop
* Mapping
* UV Unwrap
* Editing UV's
* Render settings and quick renders
* Saving and organizing your work
Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages)
* Modeling a simple object
* Extrude, Bevel, etc
* Graphite modeling tools
Chapter 4 - Low Poly Vehicle (80 pages)
* Using blueprints and concept art work
* Modeling techniques
* Materials and mapping
* Rendering
Chapter 5 - Low Poly Character (80 pages)
* Using blueprints and concept art work
* Modeling techniques
* Materials and mapping
* Rendering
Gallery (20 pages)
Chapter 6 - Creating Trees and Foliage (30 pages)
* Different approaches for different uses
* Modelling
* Texture creation
Chapter 7 - Low poly Environment (80 pages)
* Planning the scene
* Blocking out in 3D
* To detail or not to detail
* Unwrapping
* Creating texture maps
* Lighting
* Rendering
Chapter 8 - Normal Map creation in detail (20-30 pages)
* Creating normal maps from high poly assets
* Baking maps
* Types of normal map
* Tangents based normal maps in detail
Chapter 9 - Ambient Occlusion in detail (10-20 pages)
Chapter 10 - Portfolio creation and Interview (10 pages)
Published
12 Jan 2012
Publisher
FOCAL PRESS
ISBN
9780240816067
Pages
361




Static Book Details Index Page - Click Here to go to Computer Manuals Website