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There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art).
Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
作者簡介
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins).
During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft.
In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry.
Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses.
Andrew has judged the Independent Games Festival for the past 2 years.
He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course.
Andrew Gahan has given numerous media interviews, of which a recent selection is given below:
15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan.
Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm.
Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)
During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft.
In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry.
Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses.
Andrew has judged the Independent Games Festival for the past 2 years.
He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course.
Andrew Gahan has given numerous media interviews, of which a recent selection is given below:
15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan.
Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm.
Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)
目次
3ds Max Modeling for Games - VOLUME II
Insider's Guide to Stylized Game Character, Vehicle, and Environment Modeling
**ALL TECHNIQUES, TUTORIALS BELOW WILL FEATURE STYLIZED (COMIC-STYLE) ART. THIS IS THE DISTINCTION BETWEEN VOLUME I (WHICH OFFER REALISTIC STYLE ART).
Chapter 1 - Introduction to 3dsmax (20-30 pages)
User Interface
Primitives
Viewports
Projects
Load & Save
Chapter 2 - Basics of Modeling and Texturing (20-30 pages)
Creating a box asset
Creating simple texture maps
Creating texture maps from photographs
Cleaning up images in Photoshop
Mapping
UV Unwrap
Editing UV's
Render settings and quick renders
Saving and organizing your work
Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages)
Modeling a simple object
Extrude, Bevel, etc
Graphite modeling tools
Chapter 4 - Low Poly Vehicle (80 pages)
Using blueprints and concept art work
Modeling techniques
Materials and mapping
Rendering
Chapter 5 - Low Poly Character (80 pages)
Using blueprints and concept art work
Modeling techniques
Materials and mapping
Rendering
Gallery (20 pages)
Chapter 6 - Creating Trees and Foliage (30 pages)
Different approaches for different uses
Modelling
Texture creation
Chapter 7 - Low poly Environment (80 pages)
Planning the scene
Blocking out in 3D
To detail or not to detail
Unwrapping
Creating texture maps
Lighting
Rendering
Chapter 8 - Normal Map creation in detail (20-30 pages)
Creating normal maps from high poly assets
Baking maps
Types of normal map
Tangents based normal maps in detail
Chapter 9 - Ambient Occlusion in detail (10-20 pages)
Chapter 10 - Portfolio creation and Interview (10 pages)
Insider's Guide to Stylized Game Character, Vehicle, and Environment Modeling
**ALL TECHNIQUES, TUTORIALS BELOW WILL FEATURE STYLIZED (COMIC-STYLE) ART. THIS IS THE DISTINCTION BETWEEN VOLUME I (WHICH OFFER REALISTIC STYLE ART).
Chapter 1 - Introduction to 3dsmax (20-30 pages)
User Interface
Primitives
Viewports
Projects
Load & Save
Chapter 2 - Basics of Modeling and Texturing (20-30 pages)
Creating a box asset
Creating simple texture maps
Creating texture maps from photographs
Cleaning up images in Photoshop
Mapping
UV Unwrap
Editing UV's
Render settings and quick renders
Saving and organizing your work
Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages)
Modeling a simple object
Extrude, Bevel, etc
Graphite modeling tools
Chapter 4 - Low Poly Vehicle (80 pages)
Using blueprints and concept art work
Modeling techniques
Materials and mapping
Rendering
Chapter 5 - Low Poly Character (80 pages)
Using blueprints and concept art work
Modeling techniques
Materials and mapping
Rendering
Gallery (20 pages)
Chapter 6 - Creating Trees and Foliage (30 pages)
Different approaches for different uses
Modelling
Texture creation
Chapter 7 - Low poly Environment (80 pages)
Planning the scene
Blocking out in 3D
To detail or not to detail
Unwrapping
Creating texture maps
Lighting
Rendering
Chapter 8 - Normal Map creation in detail (20-30 pages)
Creating normal maps from high poly assets
Baking maps
Types of normal map
Tangents based normal maps in detail
Chapter 9 - Ambient Occlusion in detail (10-20 pages)
Chapter 10 - Portfolio creation and Interview (10 pages)
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