3ds Max modeling for games = insider...
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  • 3ds Max modeling for games = insider's guide to game character, vehicle, and environment modeling /
  • 紀錄類型: 書目-語言資料,印刷品 : Monograph/item
    正題名/作者: 3ds Max modeling for games/ Andrew Gahan.
    其他題名: insider's guide to game character, vehicle, and environment modeling /
    作者: Gahan, Andrew.
    出版者: Amsterdam ;Focal Press/Elsevier, : c2009.,
    面頁冊數: xiv, 322 p. :col. ill. ;24 cm. +DVD-ROM (4 3/4 in.)
    附註: Includes index.
    內容註: Max Modeling for Games -- Brief Outline - -- This book is an essential guide for the 3D artist using Max who wants to grow into developing 3D content for computer games and simulations. -- - Preface - -- About the author - Why this book was written - How this book is organised - A short introduction to the guest writers included in the book, who they are, and what they have created. - Chapter 1 - Low poly Asset (30 min tutorial *Introduction to modelling *Setting up 3ds Max *Creating a cardboard box using primitive objects *3ds Max Shortcuts *Texture mapping your box (UV mapping)*Common problems *Rendering your model *Creating a portfolio image *Moving on to Chapter 2 -- - Chapter 2 - Low poly Asset 2 (1 hour tutorial)*Creating primitive objects *Slice, Extrusion and Scale *Creating simple textures in Photoshop from photos *Applying textures to the model (UV mapping) *Common problems *Rendering your model *Creating a portfolio image *Moving on to Chapter 3 -- - Chapter 3 - Low poly Asset 3 (2 hour tutorial)*Creating primitive objects *New tools *Creating textures in Photoshop from photos *Applying textures to the model (UV mapping) *Common problems *Rendering your model *Creating a portfolio image *Moving on to Chapter 4 -- - Chapter 4 - Creating Complex Texture Maps from Photographs *Basic equipment *Taking your own photos *Photoshop *Layers *Crop, Transform, Scale, Rotate, Skew, Distort and Perspective *Making tillable textures *Healing brush, clone stamp and eraser *Levels and Curves *Brightness/Contrast *Hue/Saturation *Common problems *Rendering your texture *Creating a portfolio image *Moving on to Chapter 5 -- - Chapter 5 - Low poly in-game vehicle *Blueprints/sketch *Image planes *Bonnet *Body *Doors *Roof *Details *Wheel arches *Windows *Wheels *Textures & UV's *Common problems *Rendering your model *Moving on to Chapter 5 -- - Chapter 6 - Low poly in-game character *Reference material *Starting out *Basic shape *Head and Neck *Adding details *Shoulders *Arms *Joints *Face *Hands *Final details *Common problems *Posing your character *Rendering your model *Moving on to Chapter 7 -- - Chapter 7 - Low poly in-game Environment *Reference material *Blocking out the basic shapes *Adding detail *Creating the texture maps for the scene *Low poly foliage using alpha maps *Adding existing assets to the scene *Final composition *Simple lighting *Common problems *Rendering your scene *Moving on to Chapter 8 -- - Chapter 8 - Mid poly in-game Vehicle *Creating Blueprints in Photoshop *Setting up image planes *Tools and the workspace *Starting the model - wings and side *Modeling the front bumper and bonnet *Modeling the rear bumper and boot *Modeling the roof *Tiding up the bodywork *Modeling the Interior *Lights, wing mirrors and handles *Wheel Styles and theory (short section on different techniques) *Hi poly wheel *Normal map/ alpha map creation *Low poly wheel *UV mapping the body and texture space usage *Mirroring the body and combining the meshes *Separating the body parts *Any final modeling tweaks *Naming conventions and tiding up the scene *Getting UV's into Photoshop & using layers *Common problems *Rendering your model *Moving on to Chapter 9 -- - Chapter 9 - Mid poly in-game Character *Collecting reference *Setting up the scene *Building the torso *Arms and legs *Hands and feet *Creating the head *Nose and eyes *Mouth and ears *Final refinements and details *Textures and mapping *Surface detail and maps *Common problems *Rendering your character *Moving on to Chapter 10 -- - Chapter 10 - Lighting and Rendering *Simple lights *Three point lighting *Shadows *Rendering *Common problems *Re-rendering your previous work *Moving on to Chapter 11 -- - Chapter 11 - Final Piece *Collecting reference *Setting up the scene *White boxing key elements *Building the scene up using assets you've created *Composition and scale *Adding detail to the walls *Creating the roof *Simple lights *Final touches *Common Problems *Rendering your scene *Moving on to Chapter 12 -- - Chapter 12 - Putting your portfolio together *What to include *Organising the content *Final presentation *Applying for a job *At the interview.
    標題: Computer animation. -
    電子資源: http://www.sciencedirect.com/science/book/9780240810614An electronic book accessible through the World Wide Web; click for information
    電子資源: http://www.loc.gov/catdir/toc/ecip0819/2008024133.html
    ISBN: 0240810619
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