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E-raamat: 3ds Max Basics for Modeling Video Game Assets: Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines

  • Formaat: 482 pages
  • Ilmumisaeg: 09-Mar-2021
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000348606
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  • Formaat: 482 pages
  • Ilmumisaeg: 09-Mar-2021
  • Kirjastus: CRC Press
  • Keel: eng
  • ISBN-13: 9781000348606
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As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. 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 and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs.

Key Features:











The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level.











Rigging principles (Linking, Inverse Kinematics [ IK], Forward Kinematics [ FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention.





This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling.





This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching.





Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity.





A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.
Acknowledgments ix
Author xi
Introduction xiii
Chapter 1 Character Design
1(10)
Where to Start?
1(2)
References
3(3)
Design
6(5)
Chapter 1 Exercise: Design a King or Queen
11(2)
Chapter 2 Character Modeling: The Knight
13(94)
Preparing the Scene in 3ds Max
13(2)
Setting Up the Scene
15(2)
Creating the Template Planes
17(3)
The Slate Editor
20(4)
Making a Place Holder
24(2)
Modeling the Helmet
26(9)
The Helmet Visor
35(15)
Modeling the Body
50(8)
Modeling the Pauldrons
58(4)
Modeling the Legs
62(6)
Modeling the Foot
68(14)
Modeling the Upper Arm
82(1)
Modeling the Lower Arm
83(14)
Unwrapping the Model
97(9)
Chapter 2 Exercise: The Knight Weapons
106(1)
Chapter 3 Rigging Basics
107(46)
Rigging a Basic Character
107(1)
Linking: The Parent--Child Relationship
108(11)
Animating the Knight
119(4)
Bones Exercise
123(2)
Bones
125(2)
Kinematics
127(1)
Forward Kinematics
128(1)
Inverse Kinematics
128(1)
IK Solvers
128(1)
History-Independent IK Solver (HI)
128(1)
History-Dependent IK Solver (HD)
129(1)
IK Limb Solver
129(1)
Spline IK
129(1)
Adding IK to a Bone Chain
129(3)
Exercise 2
132(11)
Rig Helpers: Controllers
143(6)
Chapter 3 Exercise: Animating the Knight
149(4)
Chapter 4 Character Modeling: The Warhorse Knight
153(68)
The Warhorse Knight
154(5)
Setting up the Warhorse Knight Scene
159(4)
Modeling the Placeholder
163(1)
Modeling the Base Section
164(4)
Modeling the Warhorse Body
168(38)
Adding the Tail
183(4)
Modeling the Warhorse Head
187(11)
Connecting the Head to the Body
198(8)
Unwrap UVW: Quick Peel
206(14)
Chapter 4 Exercise: The Warhorse Weapons
220(1)
Chapter 5 Character Rigging: Skin and the CAT Rig
221(82)
Character Rigging
222(1)
The Skin Modifier
223(2)
Adding Bones
225(3)
Envelopes
228(6)
Character Studio
234(1)
Character Animation Toolkit (CAT)
235(1)
Using the CAT Rig
236(2)
Creating Custom CAT Rig
238(22)
Adding the Skin Modifier
260(3)
The CATMotion Panel
263(3)
Weighting the Helmet and Torso Vertices
266(8)
Weighting the Arm Vertices
274(11)
Weighting the Leg Vertices
285(4)
Adjusting the CATMotion Animation
289(9)
Adjusting the Torso Mesh
298(3)
Chapter 5 Exercise: Walk Variations
301(2)
Chapter 6 Rigging the Warhorse Knight
303(56)
Preparing the Model
304(2)
Merging the Knight Model
306(3)
Creating the Custom CAT Rig
309(13)
Weighting the Base Vertices
322(14)
Weighting the Warhorse Body
336(8)
Adjusting the CATMotion Editor
344(13)
Chapter 6 Exercise: Adding Weapons
357(2)
Chapter 7 Character Modeling: The Dragon
359(44)
Setting up the Templates
363(1)
The Placeholder
364(1)
Modeling the Body
365(4)
Modeling the Wing
369(5)
Attaching the Wing to the Body
374(3)
Modeling the Front Leg
377(3)
Adding Details
380(7)
Adding Some Character
387(4)
Unwrapping the Dragon
391(1)
Quick Peel
391(10)
Chapter 7 Exercise: Color Variations
401(2)
Chapter 8 Rigging the Dragon
403(18)
Adjusting the Wings
407(4)
Adjusting the Front Left Leg
411(1)
Creating a Mirrored Right Leg
412(3)
Rebuilding the Wings
415(1)
The Body Bones
416(1)
Linking the Eyes
417(1)
Adding CATMotion
418(1)
Adding Skin and Weighting the Vertices
418(2)
Chapter 8 Exercise: Walk Cycle Refinement
420(1)
Chapter 9 Character Animations
421(24)
Game Character Animations
421(1)
Saving the Walk Cycle
422(3)
Creating the Idle Animation
425(8)
Saving the Idle Clip
433(1)
Creating the New Motion Clip
434(4)
Creating the FBX File for Export
438(5)
Chapter 9 Exercise: Exporting Characters
443(2)
Chapter 10 Exporting to the Game Engine
445(22)
Setting Up the Game Engine File
445(1)
Opening Unity
446(1)
Import Cinemachine
447(1)
Install the Scene Package
448(1)
Open the Scene
449(1)
Import the Character
450(2)
Adjusting the ThirdPersonCharacter Capsule
452(2)
Correcting the Texture
454(1)
Fixing Flipped Faces in Unity
455(2)
Setting up the Animations in Unity
457(4)
The Animator
461(4)
Chapter 10 Exercise: Importing the Warhorse Knight and Dragon
465(1)
Conclusion
465(2)
Index 467
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. The game was nominated for a 2019 Kidscreen Award "Best New Video Game Original." The game is being developed into a childrens television series for national distribution, a co-production with RI PBS. A graduate of Towson University, MD, USA, Culbertson earned a Master of Art in Art Education degree from the Rhode Island School of Design, Providence, RI, USA. Commercially, he 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, he developed a nationwide clientele including manufacturers, theme parks and cruise lines. Specializing in licensed characters, he has extensive experience working with clients such as The Walt Disney Company, Jim Henson Company, Sesame Street Workshop, Nickelodeon and others. As an inventor, he is responsible for numerous toy concepts and designs. Additionally, he has created and produced the award-winning puppet show "Lil Rhody!" for Rhode Island PBS. As a fine artist, he has been recognized internationally for his sculptural work through numerous large-scale public art works worldwide, including most recently, a memorial to Jim Henson in Hyattsville, Maryland. He has the distinction of being named a Copley Master Artist by the Copley Society of Boston. A Professor at New England Institute of Technology, he is a faculty member of the Universitys nationally ranked Video Game Development and Design Department. With over 18 years of post-secondary teaching experience, his teaching emphasis is in 3D modeling, animation and game development.