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Produktbild: 3ds Max Modeling for Games

3ds Max Modeling for Games Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I

62,99 €

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

17.06.2011

Verlag

Focal Press

Seitenzahl

480

Maße (L/B/H)

24,4/18,9/3,2 cm

Gewicht

1288 g

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-0-240-81582-4

Beschreibung

Rezension

"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK

"This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ

"An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe.

"For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd.

"This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments.  Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University

"Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

17.06.2011

Verlag

Focal Press

Seitenzahl

480

Maße (L/B/H)

24,4/18,9/3,2 cm

Gewicht

1288 g

Auflage

2. Auflage

Sprache

Englisch

ISBN

978-0-240-81582-4

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: 3ds Max Modeling for Games
  • 3dsmax Modeling for Games - 2nd Edition Insider's Guide to Game Character, Vehicle, and Environment Modeling (2nd Edition) Chapter 1 - Introduction to 3dsmax (20-30 pages) * User Interface * Primitives * Viewports * Projects * Load & Save Chapter 2 - Basics of Modeling and Texturing (20-30 pages) * Creating a box asset * Creating simple texture maps * Creating texture maps from photographs * Cleaning up images in Photoshop * Mapping * UV Unwrap * Editing UV's * Render settings and quick renders * Saving and organizing your work Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages) * Modeling a simple object * Extrude, Bevel, etc * Graphite modeling tools Chapter 4 - Low Poly Vehicle (80 pages) * Using blueprints and concept art work * Modeling techniques * Materials and mapping * Rendering Chapter 5 - Low Poly Character (80 pages) * Using blueprints and concept art work * Modeling techniques * Materials and mapping * Rendering Gallery (20 pages) Chapter 6 - Creating Trees and Foliage (30 pages) * Different approaches for different uses * Modelling * Texture creation Chapter 7 - Low poly Environment (80 pages) * Planning the scene * Blocking out in 3D * To detail or not to detail * Unwrapping * Creating texture maps * Lighting * Rendering Chapter 8 - Normal Map creation in detail (20-30 pages) * Creating normal maps from high poly assets * Baking maps * Types of normal map * Tangents based normal maps in detail Chapter 9 - Ambient Occlusion in detail (10-20 pages) Chapter 10 - Portfolio creation and Interview (10 pages)