Buch, Englisch, 832 Seiten, Format (B × H): 178 mm x 254 mm
Two Volume Set
Buch, Englisch, 832 Seiten, Format (B × H): 178 mm x 254 mm
ISBN: 978-1-041-39373-3
Verlag: Taylor & Francis
3ds Max Basics for Modeling Video Game Assets, Two Volume Set is a project-based introduction to 3D modeling designed for students, educators, and beginners entering the world of game development. Written by veteran instructor and industry artist Bill Culbertson, the book applies real-world workflows to teach foundational skills using Autodesk 3ds Max.
Through a structured, step-by-step process, readers build a modular medieval castle environment—progressing from basic forms to fully textured, export-ready game assets. Each lesson simulates a professional game studio pipeline, reinforcing key concepts while preparing students to integrate their work into the Unity game engine.
In Volume Two, readers create characters designed for the medieval castle environment developed in Volume One. Characters are rigged using the Character Animation Toolkit (CAT), skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment.
The book features updated workflows and visual references, practical tips for modeling, UV mapping, and exporting, and reinforced learning through repetition and milestone-based projects. The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipeline—guiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel.
While the instruction is presented in 3ds Max, the principles and workflows are transferable to other major 3D modeling platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com—a dedicated hub for both students and instructors.
Zielgruppe
Undergraduate Advanced and Undergraduate Core
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Volume 1
Chapter 1: Introduction to 3D Modeling
Chapter 2:
Chapter 3: Modeling the Curtain Wall
Chapter 4:
Chapter 5:
Chapter 6:
Chapter 7:
Chapter 8:
Chapter 9:
Chapter 10: Export to the Game Engine
Volume 2
Chapter 1: Character Design
Chapter 2: Character Modeling: The Knight
Chapter 3: Rigging Basics
Chapter 4: The Warhorse Knight
Chapter 5: Character Rigging: Skin and the CAT Rig
Chapter 6: Rigging the Warhorse Knight
Chapter 7: Character Modeling: The Dragon
Chapter 8: Rigging the Dragon
Chapter 9: Character Animations
Chapter 10: Exporting the Game Engine




