Cover image for Game Character Development : Digital Sculpting for the Realtime Artist.
Game Character Development : Digital Sculpting for the Realtime Artist.
Title:
Game Character Development : Digital Sculpting for the Realtime Artist.
Author:
Ward, Antony S.
ISBN:
9781598636949
Personal Author:
Physical Description:
1 online resource (225 pages)
Contents:
Contents -- Introduction -- Chapter 1 Subdivision Surfaces -- What Are Subdivision Surfaces? -- How Do Subdivision Surfaces Work? -- Hard Surfaces -- Surfaces Memory -- Why Is Subdivision Surface Modeling Useful for Real-Time Models? -- Chapter 2 Model Construction -- Mesh Topology -- Edge Loops -- n-Gons and Poles -- Modeling Methods -- Point by Point -- Extruding -- Box Modeling -- Sculpting -- Resurfacing -- Chapter 3 The Character You'll Create: The Ogre -- About the Ogre -- About the Artist -- Why I Chose the Ogre -- Chapter 4 Model Preparation and Recycling -- Model Preparation -- Researching Your Character -- Real-Time Game Model Restrictions -- Recycling Previously Created Models -- Getting Feedback -- Approach -- Chapter 5 Building Foundations -- Silo -- Creating the Basic Shape -- Preparing Your Scene -- Arms -- Legs -- Torso -- Combining Elements -- Extremities -- Hands -- Feet -- Head and Face -- The Basic Shape -- Eyes -- Mouth -- Nose -- Ears -- Attaching the Head -- Hair and Fur -- Clothing -- Shirt -- Loin Cloth -- Accessories -- The Final Model -- Chapter 6 UV Mapping -- Autodesk Maya -- Mapping Methods -- What Is UV Mapping? -- Projection Mapping -- Pelt Mapping -- UV Preparation -- Texture Layout -- Dividing the Ogre -- Applying UVs -- Adding a Checker Texture -- Head -- Hand and Arm -- Foot and Leg -- Clothing -- UV Layout -- Chapter 7 Virtual Sculpting -- Introduction to Sculpting -- Brushes -- Stencils -- Autodesk Mudbox -- Let's Sculpt -- Arm and Hand -- Leg and Foot -- Head -- Clothing -- All Together Now -- Resurface -- Chapter 8 Detail Textures -- Surface Normals and Shading -- The Bump Map -- The Normal Map -- The Parallax Map -- The Displacement Map -- Ambient Occlusion -- Chapter 9 Texture Building -- Map Extraction -- Texture Painting -- Base Colors -- Head -- Arm and Hand -- Leg and Foot -- Clothing -- Compiling.

Specular Maps -- Chapter 10 Optimization and Refinement -- Silhouette Refinement -- Optimization and Deformation -- Bend but Don't Break -- Polygon Culling -- Off to Work -- Chapter 11 Modeling the Extras -- Eyes -- Eye Anatomy -- Outer Eye Modeling -- Iris Modeling -- Base Materials -- Detail Texturing -- Eye Tweaking and Fitting -- Belt, Buckle, and Straps -- Hair, Fur, and Cloth Detail -- Finishing Touches -- Chapter 12 What's Next? -- The Pipeline -- Appendix: Resources -- Websites -- Books -- Forums -- Tools and Applications -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- I -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- 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.
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