3ds Max Modeling for Games. Insider's Guide to Stylized by Andrew Gahan

By Andrew Gahan

Learn easy methods to version comic-style à l. a. Pixar™ with the professional recommendations present in 3ds Max Modeling for video games quantity 2: Insider’s consultant to Stylized Modeling. This new quantity will express you the ins-and-outs of stylized modeling, together with characters, automobiles, environments, and masses extra. persist with the tale of canopy characters Robert and robotic as their event takes you thru the realm of modeling, plants, alpha-maps, and lots more and plenty extra! This publication is additionally jam-packed with hugely designated tutorials feared towards bettering your modeling abilities and increasing your portfolio.

The spouse site (www.3d-for-games.com) is unique - an on-line discussion board the place readers can put up and solution questions on their paintings. by way of constructing a portfolio, on-line peer opinions are beneficial, and present readers have made use of this selection, in truth a few have fortunately turn into the discussion board responders (along with Andy) to teach and develop new artists at work.  Also included: step by step venture records for every bankruptcy; all of the suitable texture documents and resource photographs; panoramic skies, small scene items, bonus texture maps & versions in order that artists can create complete scenes in a short time with out ranging from scratch every time; numerous examples of what is sizzling and what is now not in 3D modeling and in addition adequate aid pictures and photographs to maintain the budding artist busy for months.  Unrivalled aid in over 10,000 current posts - backing up the ebook with a full of life discussion board and neighborhood of readers from around the world, able to aid your work. 

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Additional resources for 3ds Max Modeling for Games. Insider's Guide to Stylized Modeling

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17c For the Arm, use simple boxes and cylinders. Model and map one of each of the cylinders and arm components, then copy them to make additional joints. Attach together when complete. Create the Handles by starting with a Cylinder and scaling it along the Y axis to flatten the shape. Provide enough segments to extrude out the middle area and then bend the top and bottom parts. Use an FFD modifier to pull in the top points, creating a vertical slant. The two connected base parts are simple cylinders – create one, map it and then copy it for the other one.

I want to go through this process to add color details that were not in the original image. For the first layer, I painted the stalks of the foliage brown and used a darker green with a little blue to paint some shadows. A lighter green was used to paint highlights. I used the standard Photoshop brush with a medium opacity. In Fig. 17, the new layer is on the left over the background and on the right, all the layers are displayed. At this point, we can consider our texture as being complete. Feel free to experiment with this process to create some really nice original textures.

After this is completed, they can be reattached to the ’metal’ part of the model. 16c done, add an Unwrap modifier. The resulting view will show overlapping UV sets in the same window. This needs to be tidied up before we continue. Check the Select by Element UV toggle and rescale and position the UVs using Freeform Mode (Fig. 16d). Be sure to leave some space for the remaining parts of the model which are yet to be constructed (Fig. 16e). The final parts of the model to be built are the handles, the prism, the lens, and the arm.

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