Download e-book for kindle: 3ds Max Modeling for Games. Insider's Guide to Stylized by Andrew Gahan

By Andrew Gahan

ISBN-10: 0240816064

ISBN-13: 9780240816067

Learn the right way to version comic-style à l. a. Pixar™ with the professional recommendations present in 3ds Max Modeling for video games quantity 2: Insider’s advisor to Stylized Modeling. This new quantity will exhibit you the ins-and-outs of stylized modeling, together with characters, automobiles, environments, and masses extra. stick with the tale of canopy characters Robert and robotic as their event takes you thru the area of modeling, plants, alpha-maps, and masses extra! This booklet can also be filled with hugely unique tutorials feared towards improving your modeling abilities and increasing your portfolio.

The spouse site (www.3d-for-games.com) is unique - an on-line discussion board the place readers can put up and solution questions on their paintings. when it comes to constructing a portfolio, on-line peer reviews are beneficial, and present readers have made use of this option, actually a few have fortunately turn into the discussion board responders (along with Andy) to educate and develop new artists at work.  Also included: step by step undertaking documents for every bankruptcy; all of the suitable texture records and resource pictures; panoramic skies, small scene items, bonus texture maps & versions in order that artists can create entire scenes in a short time with out ranging from scratch whenever; numerous examples of what is sizzling and what is now not in 3D modeling and in addition adequate help photographs and photographs to maintain the budding artist busy for months.  Unrivalled aid in over 10,000 current posts - backing up the booklet with a full of life discussion board and neighborhood of readers from worldwide, able to support your work. 

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Additional info for 3ds Max Modeling for Games. Insider's Guide to Stylized Modeling

Sample text

I wanted to remove this. I started by creating a 512 × 512 image file. I then copied the source image into this file and scaled it to fit into the square texture page (CTRL + T). I then used the Lasso tool to create a selection around the area I wanted to retain. I then inverted the selection by going to Select > Inverse on the menu bar. I then deleted the highlighted pixels. In a few key strokes, a large chunk of the unwanted image was removed. For the remaining pixels around the leaves, we could either use the eraser, manually paint the pixels out, or we could use the magic wand tool to make pixel selections and delete them.

I used the standard Photoshop brush with a medium opacity. In Fig. 17, the new layer is on the left over the background and on the right, all the layers are displayed. At this point, we can consider our texture as being complete. Feel free to experiment with this process to create some really nice original textures. 18 shows the second paint layer on the left over the background and the final result on the right. I created the other three sets of leaves on the texture sheet in exactly the same way, using references from different photos.

Name the frond texture Palm_Frond and the alpha texture Palm_Frond_Alpha. Put these two textures in the second ID slot of the Multi-Sub Object material. They should occupy the diffuse and opacity slots, respectively. Call the material “Palm” if you haven’t named it already. Apply the material to the plane, add an Edit Mesh to the stack, select all the polygons and change the material ID to 2. The palm leaf texture should appear on the leaf model. Next, add a Bend modifier to the stack. Select X as the bend axis and set the angle to 90°.

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3ds Max Modeling for Games. Insider's Guide to Stylized Modeling by Andrew Gahan


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