Game Character Design Complete : Using 3ds Max 8 and Adobe Photoshop CS2. için kapak resmi
Game Character Design Complete : Using 3ds Max 8 and Adobe Photoshop CS2.
Başlık:
Game Character Design Complete : Using 3ds Max 8 and Adobe Photoshop CS2.
Yazar:
Franson, David.
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Fiziksel Tanımlama:
1 online resource (217 pages)
İçerik:
Contents -- Introduction -- Chapter 1 3D Game Character Design Basics -- Character Concept -- Game Styles -- Character Type -- Sketch Art -- Modeling -- Modeling Techniques -- Repairing, Adjusting, and Optimizing -- 3D Modeling File Types -- UV Unwrapping and Mapping -- Texturing -- Shaders -- Bump Maps -- Normal Maps -- Texture Map File Types -- Skeletal Rigging -- Animating -- Game Engine Exporting -- Engine File Types -- Summary -- Chapter 2 Preparing to Model: Configuring 3ds Max and Referencing Sketch Art -- Hardware and Software Considerations -- Choosing a Proper Video Card -- Graphics Software and Drivers -- Monitors and Settings -- Configuring the Max 8 Environment -- Orthogonal Sketch Art -- The HICKS Rebuild #2A163 Background -- Creating Reference Planes in 3ds Max 8 -- Summary -- Chapter 3 Box Modeling in 3ds Max 8 -- Environmental Considerations Before You Begin -- Modeling the Boot -- Shaping the Pants (Lower Body) -- Adding Some Military Detail -- Creating the Upper Body -- Forming the Torso -- Forming the Shoulders and Arms -- Forming the Hands -- Detailing the Torso -- Creating the Head -- Making the Face -- Finishing the Head -- Summary -- Chapter 4 Mesh Optimization in 3ds Max -- Analyzing the Character Mesh Using STL Check -- Isolating Mesh Elements -- Fixing Mesh Errors -- Reattaching Elements and Test Optimizing -- Changing the Character's Pivot Point -- Summary -- Chapter 5 UV Mapping the Character in 3ds Max -- The Mapping Process -- Selecting Body Parts -- Defining Seams -- Stretching the Pelt -- Positioning the UVs -- Stitching Edges -- Packing UVs -- Step 1: Unwrap the Boots -- Step 2: Unwrap the Legs -- Step 3: Unwrap the Arms and Hands -- Step 4: Unwrap the Body -- Step 5: Unwrap the Eyes -- Step 6: Unwrap the Head -- Pack the Map -- Rendering Templates -- Update and View the Results in Max -- Summary.

Chapter 6 Skin Texturing with Photoshop CS2 -- Thoughts on Texturing -- Texturing Techniques We'll Utilize -- Fixing UVs: Add a Checkerboard Map -- Texturing Hicks -- Rendering Templates -- Opening the UV Templates in Photoshop -- Texturing the Head -- Texturing the Eyes -- Texturing the Torso, Arms, Legs, and Boots -- Texturing the Arms and Hands -- Cleaning Up -- Preparing the Map for 3ds Max -- Applying Textures in 3ds Max -- Baking Textures in 3ds Max -- Summary -- Chapter 7 Rigging a Character with Biped in 3ds Max -- How 3ds Max Works with Characters -- Adding and Attaching a Biped -- Weighting the Model -- Smooth Versus Rigid Binding -- Creating a Root Pose -- Summary -- Chapter 8 Character Animation in 3ds Max -- Animating with Keyframes -- Creating Walk and Run Cycles with Biped -- Creating Facial Expressions with Morph Targets -- Adding and Manipulating Dummy Nodes -- Linking the Nodes -- LODs -- Exporting and Viewing the Hicks Model in Torque -- Last Note on Other Game Engines -- Summary -- Appendix A: 3ds Max 8 and Photoshop CS2 Keyboard Shortcuts -- 3ds Max 8 Keyboard Shortcuts -- Remapping Commonly Used Max Shortcuts -- Photoshop CS2 Keyboard Shortcuts -- Appendix B: Related Web Sites and Links -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J-K -- L -- M -- N -- O -- P -- Q-R -- S -- T -- U -- V -- W-X -- Y-Z.
Notlar:
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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