By Andrew Gahan
Learn the right way to version comic-style à los angeles Pixar™ with the professional strategies 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, cars, environments, and masses extra. stick to 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 e-book can also be full of hugely specified tutorials feared towards improving your modeling talents and increasing your portfolio.
The better half site (www.3d-for-games.com) is unique - an on-line discussion board the place readers can publish and resolution questions on their paintings. by way of constructing a portfolio, on-line peer opinions are necessary, and present readers have made use of this selection, in reality a few have fortunately turn into the discussion board responders (along with Andy) to educate and develop new artists at work. Also included: step by step undertaking records for every bankruptcy; all of the suitable texture records and resource images; panoramic skies, small scene gadgets, bonus texture maps & versions in order that artists can create complete scenes in a short time with out ranging from scratch whenever; numerous examples of what is sizzling and what is no longer in 3D modeling and likewise adequate help pictures and pictures 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 globe, able to aid your work.
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Extra info for 3ds Max Modeling for Games. Insider's Guide to Stylized Modeling
Create a plane with the following dimensions; 375 cm height, 150 cm width, Length Segments 6 and Width Segments 4. This is the basis for the palm leaf object. Go into Photoshop and create a palm leaf texture from one your reference images (or find some additional images for this). Once you have chosen a key image, create an alpha map and save it. Name the frond texture Palm_Frond and the alpha texture Palm_Frond_Alpha. Put these two textures in the second ID slot of the Multi-Sub Object material.
Now I realize that you probably don’t plan out your work much at this point, but you should definitely get into the habit. The most important reason for this is so that you have a good idea of what you’re getting yourself into. All too often I see artists starting out on a project and running into trouble because they took on too much work, or they didn’t set deadlines to help them focus on specific goals or milestones leading them to completion. Now this doesn’t have to be a mega Hansoft or Microsoft Project Plan, it can be a simple list of tasks with estimates against them in a notepad.
This is the basis for the palm leaf object. Go into Photoshop and create a palm leaf texture from one your reference images (or find some additional images for this). Once you have chosen a key image, create an alpha map and save it. Name the frond texture Palm_Frond and the alpha texture Palm_Frond_Alpha. Put these two textures in the second ID slot of the Multi-Sub Object material. They should occupy the diffuse and opacity slots, respectively. Call the material “Palm” if you haven’t named it already.