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clinton yancey - game character modeling and animation with 3ds max

Game Character Modeling and Animation with 3ds Max

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Lingua: Inglese

Focal Press

Pubblicazione: 10/2007
Edizione: 1° edizione


Shows how to design, create and animate interactive characters.

Note Editore

This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max. Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline: 1. 3D modeling, including techniques specifically for both the body and head. 2. Unwrapping a model, which is one of the most misunderstood processes. 3. An overview of creating textures for your Unwrapped chararacter using Photoshop. 4. Rigging or Skinning a Character, using the industry standard Character Studio 4. 5. 'How to make your character move' with an overview of game animation and deeper into Character Studio. But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.


Why make a real-time character?What it takes to make real-time character?SoftwareHardwareTimeWhat is a 3d real-time character made of?ModelTextureSkeletonAnimationsWhat this book will teach you and includeHow to do all of the aboveSamples of the aboveChapter 1 3D Character modelingCharacter design, before you begin modelingThe model sheetSetting up for 3d character modelingWhere to startBuilding in piecesBody BuildingTutorialHead Building (more than just low polly modeling)TutorialFinalizing in preparation for unwrappingChapter 2 Texture Mapping and the UVW Unwrap ModifierWhat is a texture map?Components of a complete texture mapDiffuseBump MapNormal Bump Map (max7) What is mapping?Spherical mappingPlaner mappingCylindrical mappingBox mappingWhat is UVW Unwrap?Why Unwrap?Why the checker map?Unwrapping the BodyTutorialUnwrapping the HeadTutorialPreparation for PaintingChapter 3 - Painting the texturePainting in Photoshop CS, toolsEditing your Unwrap snapshot, layers, cropPainting FacesPainting clothsFile typesChapter 4 - RiggingOne small fix for the model before rigging (UT2004fix)Introduction to Character StudioBipedFigure modeSizing the ArmatureFootstep modeFreeform modePhysiqueAdding Physique for GamesAdding Physique for everyone elseEditing the Physique modifierThe RigTutorialAdding animation to your BipedThe 68 animations for Unreal2004 Changing animations (.BIP's)Exporting for UT2004Chapter 5 - Export/ImportUsing Actor-XGathering assetsUsing Unreal Ed 3.0 to compile your characterTutorialAdding your character to the gameTutorial Chapter 6 - Editing Motion capture data with Character StudioImporting, key reduction, footprint extractionConversion to freeform/footprintEditing, blending, layers, motion flowAfterword


Yancey Clinton is an internationally known Master of 3DS Max. Having taught 3ds before Max existed, back in the 'dark days' of DOS, he instructed thousands for new careers in the 3D arts. With his own freelance production company and over 15 years experience in 3D production, Yancey has worked on all different kinds 3D related projects, mostly for video games, print, and production. As one of the few Discreet Certified Instructor of 3ds Max, and an Adobe Certified Trainer, Yancey brings his rich background of production and instructional experience to the DMA programs. He lives in San Francisco.

Altre Informazioni



Condizione: Nuovo
Collana: Focal Press
Dimensioni: 9.2 x 7.47 in Ø 1.75 lb
Formato: Brossura
Illustration Notes:Approx. 700 illustrations
Pagine Arabe: 360

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