rent-now

Rent More, Save More! Use code: ECRENTAL

5% off 1 book, 7% off 2 books, 10% off 3+ books

9781556220883

Modeling a Character in 3Ds Max

by Steed, Paul
  • ISBN13:

    9781556220883

  • ISBN10:

    155622088X

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2005-01-24
  • Publisher: Jones & Bartlett Learning
  • Purchase Benefits
  • Free Shipping Icon Free Shipping On Orders Over $35!
    Your order must be $35 or more to qualify for free economy shipping. Bulk sales, PO's, Marketplace items, eBooks and apparel do not qualify for this offer.
  • eCampus.com Logo Get Rewarded for Ordering Your Textbooks! Enroll Now
List Price: $47.95 Save up to $23.67
  • Buy New
    $47.90
    Add to Cart Free Shipping Icon Free Shipping

    PRINT ON DEMAND: 2-4 WEEKS. THIS ITEM CANNOT BE CANCELLED OR RETURNED.

Summary

This is the definitive start-to-finish guide to creating incredible low-polygon real-time video game characters using 3D Studio Max 5 and 6. The highly anticipated update to the best-selling character modelling book by Paul Steed (id, WildTangent, Microsoft Xbox group), this book is geared towards the beginning modeller. It establishes a flexible professional-level skill set for readers by guiding them through the creation of not one but three imaginative characters.

Table of Contents

Acknowledgments x
Introduction xi
Part I: Design
Design Fundamentals
3(22)
Limitations
4(6)
Make It Cool
10(3)
Drawing Skills
13(2)
Proportions
15(4)
Reference Material
19(2)
Influences
21(2)
Work Environment
23(2)
Callisto Designed
25(20)
Background
26(2)
Makeover
28(1)
A Pose to Build By
29(4)
Getting Her into the Computer
33(12)
Step 1: Scan the Sketch
33(1)
Step 2: Save It
34(1)
Step 3: Resize the Images in Photoshop
34(3)
Step 4: Darken It
37(1)
Step 5: Save It Again
38(7)
Part II: Modeling
The Guide Objects
45(22)
Step 1: Bring the Image into max
46(3)
Step 2: Create the Guideline Objects
49(3)
Step 3: Attach the Lines
52(2)
Step 4: Create the Rest of the Guidelines
54(2)
Step 5: Scale the Guideline
56(5)
Step 6: Make and Adjust the Head Reference Object
61(6)
The Head and Face
67(52)
Step 1: Create a Geosphere
70(2)
Step 2: Scale the Geosphere to Fit the Guide
72(1)
Step 3: Delete Half the Geosphere
72(3)
Step 4: Tweak the Shape of the Geosphere
75(8)
Step 5: Add Vertices by Dividing Edges
83(5)
Step 6: Tweak the Shape Some More
88(5)
Step 7: Switch Viewports and Tweak Some More
93(7)
Step 8: Mirror the Head Half as a Reference Object
100(2)
Step 9: Shape the Mouth
102(7)
Step 10: Build the Eye Area
109(10)
The Hair
119(34)
Step 1: Extrude Faces from the Head
123(2)
Step 2: Move the Vertices to Match the Guide
125(5)
Step 3: Add Vertices Using Edge Cut
130(6)
Step 4: Weld Excess Vertices
136(2)
Step 5: Just Match the Guide
138(1)
Step 6: Weld the Two Halves Together
139(4)
Step 7: Make Final Face Tweaks
143(2)
Step 8: Shift-Drag Edges to Add the Bangs
145(1)
Step 9: Flip ``Wrong'' Facing Normals
146(2)
Step 10: Connect the Bangs to the Head
148(5)
The Torso
153(38)
Step 1: Create the Spline Cage Object
154(5)
Step 2: Apply Surface Tools
159(2)
Step 3: Move and Adjust the Vertices of the Spline
161(3)
Step 4: Delete Any Unnecessary Geometry
164(4)
Step 5: Create the Breast Shape
168(3)
Step 6: Boolean the Breast onto the Torso
171(1)
Step 7: Cap the Faces of the Torso
171(1)
Step 8: Perform the Boolean
172(2)
Step 9: Clean Up the Boolean Result
174(6)
Step 10: Add Some Clothing
180(7)
Step 11: Use Soft Selection to Reduce the Chest Size
187(4)
The Legs
191(50)
Step 1: Make a Cylinder
192(1)
Step 2: Shape the Cylinder to Match the Guide
193(9)
Step 3: Boolean the Leg to the Torso
202(4)
Step 4: Clean Up the Vertices of the Boolean Seam
206(6)
Step 5: Shape the Hip Area
212(8)
Step 6: Shape and Position the Rear for Attachment
220(10)
Step 7: Attach the Rear and Complete the Shape
230(5)
Step 8: Copy and Mirror the Lower Torso and Leg
235(6)
The Back, Neck, and Shoulders
241(54)
Step 1: Shape the Back
243(8)
Step 2: Create the Neck Mass Using Face Extrude
251(5)
Step 3: Refine and Optimize the Neck Mass
256(6)
Step 4: Prepare the Torso for the Shoulder
262(3)
Step 5: Extrude and Shape the Shoulder
265(7)
Step 6: Copy, Mirror, and Attach the Shoulder
272(5)
Step 7: Make More Refinements
277(3)
Step 8: Build the Neck/Shoulder Strap
280(6)
Step 9: Prep the Neck Surface and Attach the Strap
286(9)
The Arms
295(46)
Step 1: Merge an Arm from Another max File
296(3)
Step 2: Shape and Attach the Arm
299(15)
Step 3: Mirror-Copy the Arm to the Other Side
314(7)
Step 4: Add Detail to the Left Arm
321(5)
Step 5: Loft the Tubing for the Left Arm
326(5)
Step 6: Build the Left Shoulder Pad
331(10)
The Boots
341(24)
Step 1: Merge a High-Res Boot
343(1)
Step 2: Identify Key Vertices of the Boot
344(2)
Step 3: Hide More Non-Essential Vertices of the Boot
346(7)
Step 4: Build the Low-Res Boot
353(6)
Step 5: Optimize the Low-Res Boot
359(4)
Step 6: Mirror the Boot to the Other Side
363(2)
Optimizing the Mesh
365(76)
Optimization Explained
366(7)
Consolidation
367(2)
Hidden Geometry
369(2)
Sacrifice
371(1)
Relative Face Distribution
372(1)
The Head
373(10)
Step 1: Optimize the Hair
373(4)
Step 2: Optimize the Forehead and Eyes
377(2)
Step 3: Optimize the Mouth and Chin
379(1)
Step 4: Optimize the Nose
380(3)
The Body
383(58)
Step 1: Detach the Arms
383(1)
Step 2: Use Polygon Counter
384(2)
Step 3: Optimize the Throat and Upper Shoulders
386(2)
Step 4: Detach the Asymmetrical Chest Geometry
388(4)
Step 5: Delete Half the Body
392(1)
Step 6: Optimize the Back, Sides, and Midsection
392(8)
Step 7: Optimize the Chest
400(5)
Step 8: Optimize the Rear
405(3)
Step 9: Optimize the Legs
408(3)
Step 10: Give the Body One Last Look
411(5)
Step 11: Copy, Mirror, and Join the Optimized Body Half
416(2)
Step 12: Tweak and Attach ``Frontal''
418(5)
Step 13: Optimize the Arms
423(10)
Step 14: Optimize the Hand by Turning It into a Fist
433(8)
Part III: Texturing
Mapping the Head
441(64)
Texturing Explained
442(3)
UVW and XYZ
442(2)
Applying Coordinates
444(1)
``Skinning'' Your Character
445(7)
Method One
446(1)
Method Two
447(1)
Steed Method
448(4)
The Head
452(53)
Step 1: Apply an Edit Mesh Modifier
452(1)
Step 2: Arrange the Elements
452(6)
Step 3: Adjust the Vertices for a Planar Projection
458(12)
Step 4: Apply a UVW Map Modifier
470(1)
Step 5: Use Texporter to Create a Bitmap Template
471(3)
Step 6: Create and Apply the Material
474(3)
Step 7: Apply Unwrap UVW and Turn Off Edit Mesh
477(4)
Step 8: Tweak UV Problem Areas
481(3)
Step 9: Use Texporter, Make a New Bitmap, and Reload It
484(2)
Step 10: Refine the Bitmap in Photoshop
486(3)
Step 11: Load the New Bitmap and Tweak the UVs
489(9)
Step 12: Assign Mapping Coordinates to the Bangs
498(2)
Step 13: Create and Apply the Material to the Bangs
500(5)
Mapping the Rest of Callisto
505(34)
Minor Adjustments
506(4)
Creating a Quick and Easy Leg Texture
510(12)
Step 1: Apply an Edit Mesh Modifier
510(1)
Step 2: Position and Adjust the Elements
511(2)
Step 3: Apply a UVW Map Modifier
513(1)
Step 4: Make the Bitmap Template with Texporter
513(1)
Step 5: Align the Mapping Gizmo to the View
514(3)
Step 6: Merge Lights into the Scene
517(1)
Step 7: Apply a Material
517(1)
Step 8: Set the Background Color to Gray
518(1)
Step 9: Render the Scene
518(2)
Step 10: Create and Apply a New Material
520(1)
Step 11: Apply Unwrap UVW and Turn Edit Mesh Off
520(2)
Arranging the Body Pieces
522(17)
Step 1: Arrange the Torso Elements
523(2)
Step 2: Arrange the Leg Elements
525(1)
Step 3: Arrange the Right Arm Elements
526(1)
Step 4: Arrange the Left Arm Elements
527(1)
Step 5: Arrange the Boot Elements
528(1)
Step 6: Arrange the Elements and Assign the UVW Map
529(2)
Step 7: Attach Head to Body and Reorganize the UVs
531(3)
Step 8: Make a New Bitmap Template with Texporter
534(1)
Step 9: Create and Apply the Template Material
535(1)
Step 10: Create the Final Texture/Material
535(1)
Step 11: Copy, Mirror, and Attach the Missing Geometry
536(3)
Final Thoughts
539(8)
Design
541(1)
Modeling
541(3)
Texturing
544(3)
Appendix Building Cover Callisto
547(32)
Using the Push Modifier
548(3)
Using Slice Plane
551(6)
Lofting Callisto's Hair
557(13)
Create the Loft Paths
558(2)
Create the Loft Shape
560(1)
Loft the Shape
561(2)
Adjust the Loft Parameters
563(2)
Deform the Loft Object
565(2)
Add Edit Mesh and Delete Backfaces
567(1)
Adjust the Loft Sub-Objects
568(2)
Creating the Other Hair Strand Layers
570(2)
Texturing the Hair Strands --- Tweak the UVWs First
572(3)
Get Good Hair Textures
575(4)
Index 579

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

Rewards Program