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E-raamat: 3ds Max Basics for Modeling Video Game Assets: Volume 1: Model a Complete Game Environment and Export to Unity or Other Game Engines

  • Formaat: 440 pages
  • Ilmumisaeg: 15-Apr-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9780429796005
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  • Formaat: 440 pages
  • Ilmumisaeg: 15-Apr-2019
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9780429796005
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A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs.Key Features: The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level. This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling.Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors. Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity. Appendices include additional 3ds Max tool instructions.A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.
Acknowledgments ix
Author xi
Introduction xiii
Chapter 1 Introduction to 3D Modeling
1(14)
UI Navigation
2(1)
3D Modeling Concepts
3(12)
Shape
3(1)
Vertex
4(1)
Vertices
4(1)
Splines
5(1)
Segment or Edge
5(1)
Polygon/Face
6(1)
Element
6(1)
Object
7(1)
Geometric Primitives
8(1)
Sub-Object and Sub-Object Level
8(1)
Sub-Object Level Modes
9(1)
Vertex
9(1)
Edge
10(1)
Border
10(1)
Polygon
11(1)
Element
11(1)
Normals
12(1)
Faces of an Object
12(1)
Different Types of Modeling in 3ds Max
13(2)
Chapter 2 The Game Studio
15(10)
Getting Started with 3ds Max
19(3)
Save and Save As
22(1)
Auto Backup
23(2)
Chapter 3 Modeling the Curtain Wall
25(31)
The Placeholder
29(1)
The Scene Explorer
29(3)
Modeling the Curtain Wall
32(3)
Select and Move Gizmo
35(1)
Convert to Editable Poly
36(2)
Extrude the Polygon
38(5)
The View Cube
43(4)
Chamfer Tool
47(3)
Symmetry Modifier
50(4)
Transform Gizmos
54(1)
Clear All
55(1)
Chapter 3 Exercise: Wood Table and Chair
56(3)
Chapter 4 Modeling the Fixed Bridge
59(46)
Selection Tools
69(2)
The Bridge Span
71(1)
Clone Options
72(13)
Weld Caddy
85(13)
The View Align Tool
98(7)
Chapter 4 Exercise: Wall Torch
105(2)
Chapter 5 Modeling the Gate House
107(68)
The Placeholder
110(5)
The Gate House
115(15)
The Cut Tool
130(14)
The Drawbridge
144(2)
Rotate Gizmo
146(8)
The Select and Link Tool
154(13)
The Portcullis
167(1)
The Array Tool
168(2)
Group
170(5)
Chapter 5 Exercise: Wine Barrel
175(2)
Chapter 6 Modeling the Turrets
177(58)
Loop Tool
184(1)
The Corner Turret Module
184(1)
The Lathe Modifier
185(2)
The Material Editor
187(1)
Compact Editor
187(1)
Slate Editor
187(39)
The Mid-Wall Turret
226(9)
Chapter 6 Exercise: Cannon
235(2)
Chapter 7 Unwrapping the Model
237(85)
UVW Map
238(2)
Assigning the Banner Texture
240(3)
Unwrap UVW Modifier
243(4)
Power of Two
247(2)
Changing the UV Edit Window Background
249(4)
Render Output
253(2)
Unwrapping a 2D Object
255(4)
Unwrapping a 3D Object
259(6)
Normal Mapping
265(8)
Unwrapping the Curtain Wall
273(15)
Unwrapping the Fixed Bridge
288(10)
Checkerboard Utility Material
298(10)
The Banner-Flag
308(14)
Chapter 7 Exercise: Texture the Modules
322(1)
Chapter 8 Modeling the Castle Keep
323(43)
The Castle Keep Placeholder
326(5)
The Castle Keep Model
331(35)
Chapter 8 Exercise: Water Well
366(1)
Chapter 9 Lights, Cameras, Scene
367(22)
Merging Scenes
369(6)
Soft Selection
375(6)
Lighting
381(4)
Three-Point Lighting
385(2)
Cameras
387(2)
Chapter 10 Export to the Game Engine
389(18)
Preparing for Export
390(17)
Appendix 407(10)
Index 417
As the founder of Whooplah LLC, Bill is committed to creating family-fun entertainment that helps parents meet and exceed their parenting goals. An experienced video game designer and developer, he recently released the large-scale video game environment portal, Pollywog Pond, for early learners. A graduate of Towson University in Maryland, Bill earned a Master of Art in Art Education degree from The Rhode Island School of Design. Commercially, Bill began his career at Hasbro, Inc., as an industrial designer in Research & Design. Within a short time he was made Director of the Sculpture Department, guiding the companys popular toy lines such as G.I. Joe and My Little Pony. Moving into the freelance community, Bill developed a nationwide clientele including manufacturers, theme parks, and cruise lines. Specializing in licensed characters, he has extensive experience with The Walt Disney Company, Jim Henson Company, Sesame Street Workshop, Nickelodeon and others. As an inventor, Bill is responsible for numerous toy concepts and designs. Additionally, Bill has created and produced the award-winning puppet show, "Lil Rhody!" for Rhode Island PBS. As a fine artist, Bill has been recognized internationally for his sculptural work through numerous large-scale public art works world-wide, including most recently a memorial to Jim Henson in Hyattsville, Maryland. He has the distinction of being named a Copley Master by the Copley Society of Boston. An Associate Professor at New England Institute of Technology, Bill is a faculty member of the nationally ranked Video Game Development and Design Department. With over sixteen years of post-secondary teaching experience, Bills teaching emphasis is in 3d modeling, animation and game development. His additional responsibilities have included curriculum and course development for the Video Game Design degree track.