Introduction | p. xii |
3D Game Character Design Basics | p. 1 |
Character Concept | p. 2 |
Game Styles | p. 3 |
Character Type | p. 6 |
Sketch Art | p. 7 |
Modeling | p. 7 |
Modeling Techniques | p. 8 |
Repairing, Adjusting, and Optimizing | p. 9 |
3D Modeling File Types | p. 9 |
UV Unwrapping and Mapping | p. 9 |
Texturing | p. 11 |
Shaders | p. 11 |
Bump Maps | p. 12 |
Normal Maps | p. 13 |
Texture Map File Types | p. 13 |
Skeletal Rigging | p. 14 |
Animating | p. 15 |
Game Engine Exporting | p. 16 |
Engine File Types | p. 16 |
Summary | p. 16 |
Preparing to Model: Configuring 3ds Max and Referencing Sketch Art | p. 19 |
Hardware and Software Considerations | p. 20 |
Choosing a Proper Video Card | p. 20 |
Graphics Software and Drivers | p. 20 |
Monitors and Settings | p. 21 |
Configuring the Max 8 Environment | p. 21 |
Orthogonal Sketch Art | p. 23 |
The HICKS Rebuild #2A163 Background | p. 24 |
Creating Reference Planes in 3ds Max 8 | p. 24 |
Summary | p. 29 |
Box Modeling in 3ds Max 8 | p. 31 |
Environmental Considerations Before You Begin | p. 32 |
Modeling the Boot | p. 32 |
Shaping the Pants (Lower Body) | p. 35 |
Adding Some Military Detail | p. 39 |
Creating the Upper Body | p. 41 |
Forming the Torso | p. 41 |
Forming the Shoulders and Arms | p. 45 |
Forming the Hands | p. 48 |
Detailing the Torso | p. 50 |
Creating the Head | p. 53 |
Making the Face | p. 53 |
Finishing the Head | p. 57 |
Summary | p. 60 |
Mesh Optimization in 3ds Max | p. 63 |
Analyzing the Character Mesh Using STL Check | p. 63 |
Isolating Mesh Elements | p. 65 |
Fixing Mesh Errors | p. 66 |
Reattaching Elements and Test Optimizing | p. 68 |
Changing the Character's Pivot Point | p. 69 |
Summary | p. 71 |
UV Mapping the Character in 3ds Max | p. 73 |
The Mapping Process | p. 73 |
Selecting Body Parts | p. 75 |
Defining Seams | p. 75 |
Stretching the Pelt | p. 76 |
Positioning the UVs | p. 76 |
Stitching Edges | p. 77 |
Packing UVs | p. 77 |
Unwrap the Boots | p. 77 |
Unwrap the Legs | p. 80 |
Unwrap the Arms and Hands | p. 84 |
Unwrap the Body | p. 87 |
Unwrap the Eyes | p. 89 |
Unwrap the Head | p. 90 |
Pack the Map | p. 92 |
Rendering Templates | p. 92 |
Update and View the Results in Max | p. 93 |
Summary | p. 93 |
Skin Texturing with Photoshop CS2 | p. 95 |
Thoughts on Texturing | p. 95 |
Texturing Techniques We'll Utilize | p. 97 |
Fixing UVs: Add a Checkerboard Map | p. 97 |
Texturing Hicks | p. 105 |
Rendering Templates | p. 105 |
Opening the UV Templates in Photoshop | p. 106 |
Texturing the Head | p. 107 |
Texturing the Eyes | p. 111 |
Texturing the Torso, Arms, Legs, and Boots | p. 113 |
Texturing the Arms and Hands | p. 116 |
Cleaning Up | p. 116 |
Preparing the Map for 3ds Max | p. 117 |
Applying Textures in 3ds Max | p. 117 |
Baking Textures in 3ds Max | p. 118 |
Summary | p. 121 |
Rigging a Character with Biped in 3ds Max | p. 123 |
How 3ds Max Works with Characters | p. 124 |
Adding and Attaching a Biped | p. 125 |
Weighting the Model | p. 137 |
Smooth Versus Rigid Binding | p. 144 |
Creating a Root Pose | p. 146 |
Summary | p. 146 |
Character Animation in 3ds Max | p. 149 |
Animating with Keyframes | p. 149 |
Creating Walk and Run Cycles with Biped | p. 154 |
Creating Facial Expressions with Morph Targets | p. 158 |
Adding and Manipulating Dummy Nodes | p. 162 |
Linking the Nodes | p. 166 |
LODs | p. 166 |
Exporting and Viewing the Hicks Model in Torque | p. 168 |
Last Note on Other Game Engines | p. 168 |
Summary | p. 169 |
3ds Max 8 and Photoshop CS2 Keyboard Shortcuts | p. 171 |
3ds Max 8 Keyboard Shortcuts | p. 171 |
Remapping Commonly Used Max Shortcuts | p. 171 |
Photoshop CS2 Keyboard Shortcuts | p. 173 |
Related Web Sites and Links | p. 175 |
Index | p. 181 |
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