By Andrew Gahan
With 18 years less than his belt within the online 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 gives you the specialist strategies in 3ds Max Modeling for video games, second edition. This up to date version is full of new tutorials that might improve your modeling abilities and pump up your portfolio with top of the range paintings in no time. besides Anthony O'Donnell and a staff of specialists, Gahan covers the entire primary online game modeling thoughts, together with personality and atmosphere 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 online game undefined. New, elevated tutorials take readers of all skills via complete personality and atmosphere modeling from starting to finish better half web site (3d-for-games.com) bargains a strong, supportive discussion board the place readers can get statement on new paintings, enhance talents and portfolio artwork, in addition to community with different online game artists on quite a few projects. additionally good points undertaking records for all tutorials within the ebook and sufficient aid pictures and photographs to maintain the budding artist busy for months thoroughly up-to-date gallery permits the reader to construct on numerous types * New, elevated tutorials (with the time they take indicated) lead readers via a personality and atmosphere from commencing to finish and turn into extra advanced because the booklet progresses * spouse web site includes a strong and supportive discussion board the place readers can get remark on new paintings, advance their talents and community with video games professionals--currently has over 10,000 posts * significant other site additionally deals all venture documents for tutorials and resource photographs and photographs to maintain the budding artist busy for months
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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
Now we’re going to weld a couple of vertices to make the handle look a little more realistic and like the reference. 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.
Jpg Remember that your Material number may differ from the numbers I have. jpg—you’ll be okay. Also make sure that you remember to select Show Standard Map in Viewport . Now that we have assigned texture maps to all of the materials, we will apply the material set to the box and apply the material IDs to the faces of the box, allowing us to see the texture maps. With the box still selected as an editable mesh, click the Assign Material to Selection button to assign the material set that you’ve just set up to the box you’re mapping (Fig.
Go to Selection and select Polygon. Scroll down from selection until you get to the Surface Properties rollout box and in Material, make sure that Set ID is set to 1. 13 In the Perspective view, select the polygon on the left-hand side and assign the ID to 4. Depending on how the box mapping oriented each of the box’s faces when we mapped it, the texture map may not be oriented the correct way. If this is the case, we’ll need to modify the UVW Mapping co-ordinates to correct it. From the Modifier List, click the button Unwrap UVW, which adds the Unwrap UVW modifier to the modifier stack (Fig.
3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I by Andrew Gahan