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【簡體曬書區】 單本79折,5本7折,活動好評延長至5/31,趕緊把握這一波!
3ds Max Modeling for Games ─ Insider's Guide to Stylized Modeling
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3ds Max Modeling for Games ─ Insider's Guide to Stylized Modeling

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902326
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作者簡介
目次

商品簡介

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.

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)

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)

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