
Résumé
In this update to his best-selling character modeling book, professional modeler and animator Paul Steed shares a number of tips, tricks, and techniques that have made him one of the industry's most recognized 3D artists. Modeling a Character in 3ds max, Second Edition provides readers a professional-level skill set as it chronicles the creation of a single low-poly real-time character from concept to texture mapping, and gives insight into the process of creating a high-resolution character.
Learn how to:
- Model with primitives
- Use extrusions and Booleans
- Mirror and reuse models
- Optimize the mesh
- Create and apply textures
- Loft shapes
ON THE CD: The companion CD contains models and texture maps necessary to complete the chapter tutorials.
L'auteur - Paul Steed
For the past eleven years, Paul Steed has been modeling
and animating for hugely successful games such as the Wing
Commander and Quake series. He is a regular speaker at the
Game Developers Conference and serves on the Game Developer
magazine advisory board. He is also the author of the
best-selling Modeling a Character in 3ds max.
Sommaire
- Acknowledgments
- Introduction
- Design
- Design Fundamentals
- Callisto Designed
- Modeling
- The Guide Objects
- The Head and Face
- The Hair
- The Torso
- The Legs
- The Back, Neck, and Shoulders
- The Arms
- The Boots
- Optimizing the Mesh
- Texturing
- Mapping the Head
- Mapping the Rest of Callisto
- Final Thoughts
- Appendix: Building Cover Callisto
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Wordware Publishing, Inc |
Auteur(s) | Paul Steed |
Parution | 05/09/2005 |
Édition | 2eme édition |
Nb. de pages | 584 |
Format | 15 x 23 |
Couverture | Broché |
Poids | 851g |
Intérieur | Noir et Blanc |
EAN13 | 9781556220883 |
ISBN13 | 978-1-55622-088-3 |
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