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3ds Max Modeling for Games: Volume II

Book Description

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. 

Table of Contents

  1. Cover
  2. Halftitle
  3. Title
  4. Copyright
  5. Contents
  6. Acknowledgments
  7. Introduction
  8. Chapter 1: Introduction to 3ds Max and Basic Modeling Terms
    1. Viewport Navigation
    2. The Quad Menu
    3. Setting Up 3ds Max
    4. Game Art Terminology
      1. Geometry
      2. Stitched Geometry and Floating or Intersecting Geometry
      3. LODs
      4. Textures
    5. What’s New in 3ds Max 2012
      1. Nitrous Accelerated Graphic Core
      2. The Stylistic Rendering
      3. Updated UV Editor
      4. Quick Transform
      5. Reshape Elements
      6. Explode
      7. Weld
      8. Peel
      9. Arrange Elements
      10. New Graphite Modeling Tools
  9. Chapter 2: Planning Your Project Including Making a Plan
    1. Introduction
    2. What We Are Building and Why
    3. Reference Materials Including Mood Boards
    4. Brief
    5. Concept Art
    6. Making a Plan and Estimating Your Work
  10. Chapter 3: Adapting a Concept
  11. Chapter 4: Vegetation and Alpha Maps
    1. Creating and Using Alpha Maps/Channels
    2. Creating the Diffuse Textures for Vegetation
    3. Modeling Vegetation
  12. Chapter 5: Introduction to Maya
    1. Tutorial Overview
    2. Setup
    3. Creating the Trashcan
    4. UV Unwrapping the Low Poly
    5. High Resolution Object Modeling for Normal and Occlusion Baking
    6. Bevels and Lid Details
    7. Handle Plates
    8. Indents
    9. Transfer Ambient Occlusion and Normal Maps
    10. xNormal
    11. Texturing in Photoshop
    12. Basic Rendering in Maya
  13. Chapter 6: Modeling the Robot in Maya
    1. Modeling the Low Poly Version
    2. Unwrapping the Robot
    3. Baking the Texture Maps
    4. Texturing the Robot
  14. Chapter 7: Gallery
  15. Chapter 8: Modeling the Character Robert Using Zbrush
    1. Maya Modeling
    2. UV Maps and Texturing
    3. Zbrush Detailing
    4. Hair
    5. Final Stage
    6. Importing and Applying the Textures
    7. Rendering
    8. Final
  16. Chapter 9: Modeling the House
  17. Chapter 10: Polishing Your Scene and Modeling Projects to Complete
  18. Chapter 11: Portfolio and Interview
    1. Portfolio
      1. What to Include in Your Portfolio
      2. What Not to Include
      3. Producing the Work
      4. Organizing the Content
      5. Final Presentation of Your Portfolio
    2. Applying for a Job
      1. Résumé or Curriculum Vitae and Cover Letter
      2. At the Interview
  19. Chapter 12: Creating the Initial Cover Image
    1. Layout
    2. Composition and the Rule of Thirds
    3. Robot
    4. Robot Render layer
    5. Three- and Four-Point Lighting
    6. Robert
    7. Robert Render Layer
    8. Background
    9. Robert 2D Fixes and Final Polish
    10. Robot 2D Fixes and Final Polish
    11. Foreground FX
      1. Final Composition
  20. Index