By Andrew Gahan
With 18 years below his belt within the video game undefined, a key contributor to the MotorStorm sequence, and the author of the 3ds Max in mins video sequence (at FocalPress.com), Andrew Gahan offers the specialist suggestions in 3ds Max Modeling for video games, 2d edition. This up-to-date version is choked with new tutorials that may improve your modeling abilities and pump up your portfolio with top quality paintings in no time. besides Anthony O'Donnell and a workforce of specialists, Gahan covers the entire primary online game modeling innovations, together with personality and setting modeling, mapping, and texturing. Finally, an advantage part in 3ds Max Modeling for video games deals readers insights and how one can get their careers begun within the video game undefined. New, multiplied tutorials take readers of all talents via complete personality and surroundings modeling from starting to finish better half web site (3d-for-games.com) deals a strong, supportive discussion board the place readers can get statement on new paintings, enhance abilities and portfolio artwork, in addition to community with different online game artists on numerous projects. additionally gains undertaking documents for all tutorials within the publication and adequate help photographs and pictures to maintain the budding artist busy for months thoroughly up to date gallery permits the reader to construct on a variety of types * New, multiplied tutorials (with the time they take indicated) lead readers via a personality and surroundings from commencing to finish and develop into extra advanced because the ebook progresses * significant other web site contains a strong and supportive discussion board the place readers can get remark on new paintings, boost their talents and community with video games professionals--currently has over 10,000 posts * spouse web site additionally deals all venture documents for tutorials and resource photos and photographs to maintain the budding artist busy for months
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Even supposing it is a retail model I *did now not* point out so as the book model doesn't comprise charts—only the print model does—so it truly is incomplete.
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Extra resources for 3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I
48 Let’s get started with the texture map creation. First, open up the reference photos from the project files Chapter2\CH002_Textures and paste the components that you’d like to see on your texture map into a new Photoshop file. Once you have the main components for the sides, crop the image and save it out. Next, flatten the image by going to Layer > Flatten Image. This step should give you with a nice canvas to start to work on. 49 Next, use a combination of the Clone Stamp tool (shortcut S) and the Healing Brush tool (J) to cover up the parts of the texture map that we don’t want.
Still in Editable mesh, select Extrude from Edit Geometry, then click on the center polygons (select them if they have been unselected), and drag the mouse toward yourself. This will create the extrusion. Obviously, if you had clicked and pushed forward when extruding, you would have created the same form, but as an addition to the geometry rather than a subtraction. Next, just scale the polygons to create the indentation on the top. Now, we need to create a handle. We’ll use Boolean again, as it’s nice and quick.
For this tutorial, we will use some reference photos. These photos have already been provided for you and can be downloaded from the Web site. 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.