MODELLING A CHARACTER IN 3DS MAX
STEED
Whether you're new to 3D Studio Max or you're an
experienced developer working on your next game,
Modeling a Character in 3DS Max will be an
indispensable addition to your Max book collection. Paul
Steed, modeler and animator of characters seen in
id Software's Quake II and Quake III Arena, shows you
all the tips, tricks, and techniques that have made
him one of the industry's most recognized 3D artists.
Essentially one long tutorial, this book chronicles
the creation of a single character from concept to texture
mapping. Using each body part as an opportunity to
illustrate a different modeling method, Steed runs the
gamut of character creation:
Modeling with primitives
Using extrusions
Dealing with Booleans
Mirroring and reusing models
Using high-poly mesh as a low-poly template
Optimization techniques
Applying UVW mapping coordinates
Learn from one of the pros how to make low-poly,
real-time game characters with Modeling a Character in
3DS Max!
Paul Steed is widely considered to be the dominant
3D game modeler and animator in the business. He
has worked in the computer game industry for nearly
ten years, including four years at ID Software, where
he worked on Quake II, Quake III Arena, and Quake
III Team Arena. He is now a producer at WildTangent,
a web-based technology and content company founded
by former Microsoft DirectX evangelist Alex St.
John, where he builds and directs the creation of
original content showcasing WildTangent's popular
multimedia platform, the Web Driver. Steed has
written articles for Game Developer magazine and tutorials
for his "Thinking Outside the Box" column on
Loonygames.com. He is a frequent speaker at the annual
Game Developer Conference.
wordware
Scientific bookshop : maths, data processing, network, real-time
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