Beginning Game Art in 3DS Max 8.
by
 
Pardew, Les.

Title
Beginning Game Art in 3DS Max 8.

Author
Pardew, Les.

Personal Author
Pardew, Les.

Physical Description
1 online resource (369 pages)

Contents
Contents -- Introduction -- Chapter 1 How 3D Works in Games -- How Art Is Displayed -- Historical Overview of Computer Art -- The Move to Color -- More Power Brings Better Tools -- 3D Makes Its Move -- 2D and 3D Art -- Using Painting and Drawing Programs -- 3D Art in Games -- The Vertex -- The Polygon -- Textures -- Lighting and Reflections -- Animation -- Game AI -- Bringing Everything Together -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 2 Exploring the 3ds Max Interface -- Familiarizing Yourself with the 3ds Max Interface -- Exploring the 3ds Max Interface in Greater Depth -- Exploring the Command Panels -- Using the Create Tab -- Using the Modify Tab -- Working with the Subobject Mode Selection Tools -- Texturing -- Animation -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 3 Building Game Objects -- Building an Old Oil Barrel -- Building a Wood Crate -- Creating the Hangar -- Making Trees -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 4 Building Complex Game Objects -- Modeling a P-51 Mustang Airplane -- Setting Up the Scene -- Creating the Fuselage -- Shaping the Cylinder into a Fuselage -- Completing the Fuselage -- Creating the Radiator Housing -- Cleaning Up the Model -- Creating the Spinner -- Creating the Main Wing -- Creating the Wing Fillets -- Building the Landing Gear -- Mirroring the Geometry -- Putting It All Together -- Texturing the Mustang -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 5 Building Game Worlds -- Creating the Terrain -- Creating the Sky Box -- Creating the Runway -- Putting It All Together -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 6 Creating Game Characters -- Game Characters -- Types of Game Characters -- Player Characters.
 
Non-Player Characters -- Enemies -- Building Characters -- Character Templates -- Character Modeling -- Polygon Budgets -- Building a Template -- Starting the Model -- Modeling the Torso -- Building the Head -- Finishing the Model -- Texturing the Character -- Mirroring the Model -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 7 Rigging Characters -- The Biped System -- Binding Biped to Your Model -- The Bones System -- Creating Bones -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Chapter 8 3D Animation -- Understanding Animation -- Animation in 3ds Max -- Ball Animation -- Character Animation -- Summary -- Questions -- Answers -- Discussion Questions -- Exercises -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-Z.

Local Note
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

Subject Term
3ds max (Computer file).
 
Computer animation.
 
Computer art.
 
Computer games -- Design.
 
Computer graphics.
 
Video games -- Design.

Genre
Electronic books.

Added Author
Whittington, Dan.

Electronic Access
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LibraryMaterial TypeItem BarcodeShelf NumberStatus
IYTE LibraryE-Book1304679-1001QA76.76 .C672 -- P3746 2006 EBEbrary E-Books