Cover for Game Character Modeling and Animation with 3ds Max

Game Character Modeling and Animation with 3ds Max

Book2008

Authors:

Yancey Clinton

Game Character Modeling and Animation with 3ds Max

Book2008

 

Cover for Game Character Modeling and Animation with 3ds Max

Authors:

Yancey Clinton

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Book description

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation p ... read full description

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  2. Book chapterNo access

    Chapter 1 - What It Takes to Make a 3D Character

    Pages 1-52

  3. Book chapterNo access

    Chapter 2 - Modeling a 3D Character

    Pages 53-141

  4. Book chapterNo access

    Chapter 3 - The Unwrap

    Pages 143-191

  5. Book chapterNo access

    Chapter 4 - Photo-Realistic Map Making

    Pages 193-236

  6. Book chapterNo access

    Chapter 5 - Model Motion

    Pages 237-299

  7. Book chapterNo access

    Chapter 6 - Exportation

    Pages 301-318

  8. Book chapterNo access

    Chapter 7 - Animation

    Pages 319-330

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    Appendix A - Setup to Build Characters

    Pages 331-336

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    Appendix B - A Shortcut for Jack the Pirates” Unwrapping Process

    Pages 337-342

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    Index

    Pages 343-347

About the book

Publisher's Note: Transferred to Taylor & Francis as of 2012

Description

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.

Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.

But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.

Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.

But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

Key Features

* Convenient learning--The companion DVD contains everything needed to complete the tutorials, so chapters and subjects can be tackled in any order.
* Proven techniques--The book is based on the author's successful course at the Digital Media Academy.
* Certified training--Co-published with the software developer, Autodesk.

* Convenient learning--The companion DVD contains everything needed to complete the tutorials, so chapters and subjects can be tackled in any order.
* Proven techniques--The book is based on the author's successful course at the Digital Media Academy.
* Certified training--Co-published with the software developer, Autodesk.

Details

ISBN

978-0-240-80978-6

Language

English

Published

2008

Copyright

Copyright © 2008 Elsevier Inc. All rights reserved

Imprint

Focal Press

Authors

Yancey Clinton