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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I: 1 PDF

461 Pages·2011·101.42 MB·English
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3ds Max Modeling for Games Volume 1 Praise for 3ds Max Modeling for Games, 2nd Edition, Volume 1 “This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author’s enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need.” —David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK “This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games.” —Andy Manns, lead artist, THQ “An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry.” —Alex Perkins, art director, Sony Computer Entertainment Europe “For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models.” —Don Whiteford, creative director THQ Digital UK Ltd. “This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students’ needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation.” —Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University 3ds Max Modeling for Games Insider’s Guide to Game Character, Vehicle, and Environment Modeling Volume 1 Andrew Gahan AMSTERDAM • BOSTON • HEIDELBERG • LONDON • NEW YORK • OXFORD PARIS • SAN DIEGO • SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 225 Wyman Street, Waltham, MA 02451, USA The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK © 2011 Elsevier Inc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publisher’s permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data Application submitted British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81582-4 For information on all Focal Press publications visit our website at www.elsevierdirect.com 11 12 13 14 15 5 4 3 2 1 Printed in the United States of America Typeset by: diacriTech, Chennai, India Acknowledgments Thanks to: Anthony O’Donnell for the update and the new content. Laura, Anais, and Lauren at Focal Press. Dave Griffiths, for the low poly truck tutorial. Tom Painter, for the character tutorial. Everyone at UVLayout (http://www.uvlayout.com). Ben Cloward, for the use of the shaders (http://www.bencloward.com). Ryan Clark at Crazy Bump (http://www.crazybump.com). The superstars of www.3d-for-games.com/forum: Frap, Cyphris, Willster, Kinesis, Harry P, Nathdevlin, Jeskalade, Henry Ham, Mr. Bluesman, Drecks, Swiss, Sanguine, Ruchitajes, Elliot, Dave, Theia, Stocko2k, Aidyfuzz, A. Cherry, Sebastian K, Ashley, Jtec, Fossman, Tokyogamer, Caio1985, McMonkeyBoy, Punnuman, Glode, Jason-NivEous, Seth, Neil_P, XaKu, Thudo, Airone, Jono23, DexterXS, Abubaker, Thomas, Dav, Ibrahim, Starfrogsplash, Jamie, Boffy, Commandercloin, EddyBrown, Memorex, Bogas, Gheist, Timex, and everyone else who makes this all worthwhile—thanks all! Everyone at Autodesk (www.autodesk.com) And a special thank you to everyone else who helped me along the way. Finally, thank you for picking up the book. ix About the Author I’ll keep this short and sweet, as I know your primary interest is how to model the scene on the cover and start making money as a professional modeler, not to hear all about me. I started in the games industry in 1992 as a junior artist for Digital Image Design. They came to my college, and after seeing my graphic design work, they offered me a summer job making games. I jumped at the chance and without any portfolio or experience at all, started training on my first game. I progressed to senior artist, developing flight simulators and military train- ing systems, until the studio was bought by Infogrammes around 1998. I became lead artist when Infogrammes sold the studio to Rage, then left and became art director at a small startup called Lightning Interactive. I switched again to join my old friends at Evolution Studios (Evolution was set up when Infogrammes bought D.I.D., with Martin Kenwright leaving and taking six people with him). I progressed through the ranks again at Evolution Studios, becoming art manager on some of the later World Rally Championship games on PlayStation 2, then producer and outsource manager, and then to my current role as senior development manager. At the time of this writing, I have just completed work on MotorStorm: Apocalypse, for PS3, and am currently working on a number of unannounced projects. If you’re interested, here is the list of games that I have helped develop: • Robocop 3 (Amiga) • TFX (PC) • Inferno (PC) • EF2000 (PC) • F22—Air Dominance Fighter (PC) • Total Air War (PC) • Wargasm (PC) • GTC Africa (PS2) • World Rally Championship (PS2) • WRC II Extreme (PS2) • WRC 3 (PS2) • WRC 4 (PS2) • WRC 5—Rally Evolved (PS2) • MotorStorm (PS3) • Pursuit Force 2 (PS2) • MotorStorm 2: Pacific Rift (PS3) • MotorStorm: Apocalypse xi About the Author Also, here is the list of other training titles that I have put together: • 3ds Max Modeling for Games (Book) • Game Art Complete (Book) • 3D Automotive Modeling (Book) • Max in Minutes (Videos) • Maya in Minutes (Videos) • www.3D-For-Games.com (Website and Forum) xii About the Book There is so much information crammed into just one book, I have had to keep it as concise as possible. I cover only what you need to complete each tutorial and nothing else. This book is designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max. If you’re looking for a book to teach you the ins and outs of Max, then there are plenty to choose from. Personally, I’d rather keep my hard-earned cash and press the F1 key—the built-in help can show you all the functions you’ll need to get started. The book is arranged over eleven chapters, starting from getting to grips with the basics, moving onto some low-poly modeling, and culminating into a couple of fairly advanced builds. I’ve arranged the content of every chapter to be part of a similar theme to enable you to use most of the assets that you learn to build the final showpiece scene at the end. I realize that this approach is slightly limiting, but I decided that it would be best to teach you to model a number of things in the same style rather than a whole load of different things in different styles, just for consistency. xiii About the Contributors Here are the guest writers, in their own words. Anthony O’Donnell—All the New Content I’m an Irish artist currently living in England. Like most artists in the games industry, the job of creating games was one I wanted since a young age. Initially, I wanted to work in comics or in feature animation, so in the pursuit of this goal, I attended Ballyfermot College of Further Education (BCFE) for three years in Dublin, Ireland. I graduated in June 2004 with a HND in Computer Animation. For almost three years after college, I worked hard improving my skills and try- ing to attain a position within a commercial art industry while working other full-time jobs. I had finally caught a break and started at Evolution Studios in May 2007 working as a junior artist on the DLC for the first MotorStorm title creating objects. Since then, I have had the pleasure of working on MotorStorm: Pacific Rift and MotorStorm: Apocalypse as an environment artist/level designer. Currently, I’m still working at Evolution Studios by day and by night attempts to one day turn paper into published comic art continue. I also helped to produce the Max in Minutes and the Maya in Minutes series of training videos for Focal Press. David Griffiths—Low-Poly Vehicle Tutorial I have been in the games industry now for over 10 years. I graduated from Blackpool and The Fylde College (part of Lancaster University) in the United Kingdom with a degree in technical illustration. I started my career in the automotive industry, working freelance on-site for a company called I.V.M. in Germany. I moved naturally into games, starting out with flight simulators. Some of my notable roles in the games industry have been working as a lead artist for Pandemic Studios in Santa Monica, California, when I worked on Star Wars: The Clone Wars. On Clone Wars, I was able to add to the Star Wars Universe, where I designed the TX-130 Fighter Tank and the G.A.T. vehicles (among many others), which were used in other games, comics, story books, and have even been made into model kits. The Fighter Tank has a very strong fan base, which is cool. Mercenaries was another great game to work on for Pandemic and Lucas Arts; it hit every major console. I have also had the privilege to work on the smash PS3 franchise MotorStorm, including the latest release MotorStorm: Apocalypse. xv

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