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Modeling, UV Mapping, and Texturing 3D Game Weapons
Год: 2006
Автор: Christian Chang
Издательство: Wordware Publishing, Inc.
ISBN: 978-1-55622-870-4
Язык: Английский
Формат: PDF
Качество: Отсканированные страницы + слой распознанного текста
Количество страниц: 369
Описание:
This introduction is very brief as I feel comfortable letting this book speak for itself.
We will be creating weapons-a big part of many of today’s video games. Weapons for first-person and third-person video games have different modeling and texturing requirements.
You should be aware that this book is tutorial based and steps you through the process of creating several of the most common weapons found in today’s cutting-edge games. There is no filler or fluff (or content you can find in other books). I wrote what I know best to most benefit the reader.
The content of the book is pretty self explanatory, but here are a few notes:
This book is Maya specific, but the principles will work with any polygonal-based modeling package such as 3ds Max. (If you do not own Maya, a free learning edition version can be found at autodesk.)
The tutorials move from easy to hard, and information covered in earlier tutorials is glossed over later in the book.
If you do not own Photoshop, a trial Windows version of Photoshop CS can be found on the companion CD. Mac and Windows versions can also be found at adobe.
Remember that the project files are on the companion CD. The CD also contains over 100 high-resolution reference images of various different weapons that you can use to go beyond the tutorials.
For extra reference images, updates, and information, please visit artofvideogames or wordware/files/3dweapons.
Last but not least, be patient! That is the key to success.
Thanks!
Примеры страниц
Оглавление
Chapter 1 Preparation: Creating a Custom Shelf in MayaIntroduction
Creating the PolygonGameArt Shelf
Adding Polygon Primitives to the Shelf
Polygon Plane
Polygon Cube
Polygon Cylinder and Sphere
Adding Polygon Creation and Modification Tools to the Shelf
Create Polygon
Append to Polygon
Extrude Face
Split Polygon
Cut Faces
Fill Hole
Delete Edge
Merge Vertices
Nonlinear Bend
Adding Combine and Separate Tools to the Shelf
Adding Normal Tools to the Shelf
Pivot, History, and Freezing Transformations
Other Tools You Will Want to Add to the Shelf
Texture Tools
The Outliner, Triangulate, and Cleanup Tools
Chapter 2 Project I: The Samurai SwordSetting Up the Project and the Background Plane
Modeling the Blade
Modeling the Hand Guard
Modeling the Handle
Chapter 3 UV Mapping the SwordChapter 4 Texturing the Samurai Sword
Chapter 5 Project 2: Third-Person CrossbowSetting Up the Project and Background Plane
Modeling the Crossbow Body
Modeling the Bow
Modeling the Harness and Handle
Modeling the Arrow
Modeling the Trigger and Scale Issues
Optimizing and Mirroring
Chapter 6 UV Mapping the CrossbowChapter 7 Texturing the Crossbow
Chapter 8 Project 3: Sci-Fi WeaponModeling the Weapon Body
Modeling the Receiver
Modeling the Heat Shield
Modeling the Barrel and Exhaust
Optimizing the Model
Chapter 9 UV Mapping the Sci-Fi WeaponUV Mapping the Body
UV Mapping the Heat Shield
UV Mapping the Exhaust
UV Mapping the Receiver
Exporting the UVs
Chapter 10 Texturing the Sci-Fi Weapon
Chapter 11 Project 4: MP5SD6Creating the MP5SD6 Suppressor, Front Sight, Cocking Tube, and Fore Grip
Creating the MP5SD6 Rear Sight
Creating the MP5SD6 Receiver
Creating the MP5SD6 End Cap and Retractable Stock
Chapter 12 UV Mapping and Texturing the MP5SD6Texturing the MP5SD6
Index
Год: 2006
Автор: Christian Chang
Издательство: Wordware Publishing, Inc.
ISBN: 978-1-55622-870-4
Язык: Английский
Формат: PDF
Качество: Отсканированные страницы + слой распознанного текста
Количество страниц: 369
Описание:
This introduction is very brief as I feel comfortable letting this book speak for itself.
We will be creating weapons-a big part of many of today’s video games. Weapons for first-person and third-person video games have different modeling and texturing requirements.
You should be aware that this book is tutorial based and steps you through the process of creating several of the most common weapons found in today’s cutting-edge games. There is no filler or fluff (or content you can find in other books). I wrote what I know best to most benefit the reader.
The content of the book is pretty self explanatory, but here are a few notes:
This book is Maya specific, but the principles will work with any polygonal-based modeling package such as 3ds Max. (If you do not own Maya, a free learning edition version can be found at autodesk.)
The tutorials move from easy to hard, and information covered in earlier tutorials is glossed over later in the book.
If you do not own Photoshop, a trial Windows version of Photoshop CS can be found on the companion CD. Mac and Windows versions can also be found at adobe.
Remember that the project files are on the companion CD. The CD also contains over 100 high-resolution reference images of various different weapons that you can use to go beyond the tutorials.
For extra reference images, updates, and information, please visit artofvideogames or wordware/files/3dweapons.
Last but not least, be patient! That is the key to success.
Thanks!
Примеры страниц
Оглавление
Chapter 1 Preparation: Creating a Custom Shelf in MayaIntroduction
Creating the PolygonGameArt Shelf
Adding Polygon Primitives to the Shelf
Polygon Plane
Polygon Cube
Polygon Cylinder and Sphere
Adding Polygon Creation and Modification Tools to the Shelf
Create Polygon
Append to Polygon
Extrude Face
Split Polygon
Cut Faces
Fill Hole
Delete Edge
Merge Vertices
Nonlinear Bend
Adding Combine and Separate Tools to the Shelf
Adding Normal Tools to the Shelf
Pivot, History, and Freezing Transformations
Other Tools You Will Want to Add to the Shelf
Texture Tools
The Outliner, Triangulate, and Cleanup Tools
Chapter 2 Project I: The Samurai SwordSetting Up the Project and the Background Plane
Modeling the Blade
Modeling the Hand Guard
Modeling the Handle
Chapter 3 UV Mapping the SwordChapter 4 Texturing the Samurai Sword
Chapter 5 Project 2: Third-Person CrossbowSetting Up the Project and Background Plane
Modeling the Crossbow Body
Modeling the Bow
Modeling the Harness and Handle
Modeling the Arrow
Modeling the Trigger and Scale Issues
Optimizing and Mirroring
Chapter 6 UV Mapping the CrossbowChapter 7 Texturing the Crossbow
Chapter 8 Project 3: Sci-Fi WeaponModeling the Weapon Body
Modeling the Receiver
Modeling the Heat Shield
Modeling the Barrel and Exhaust
Optimizing the Model
Chapter 9 UV Mapping the Sci-Fi WeaponUV Mapping the Body
UV Mapping the Heat Shield
UV Mapping the Exhaust
UV Mapping the Receiver
Exporting the UVs
Chapter 10 Texturing the Sci-Fi Weapon
Chapter 11 Project 4: MP5SD6Creating the MP5SD6 Suppressor, Front Sight, Cocking Tube, and Fore Grip
Creating the MP5SD6 Rear Sight
Creating the MP5SD6 Receiver
Creating the MP5SD6 End Cap and Retractable Stock
Chapter 12 UV Mapping and Texturing the MP5SD6Texturing the MP5SD6
Index
Характеристики
Тип упаковки
Пластиковый бокс
Вес
0.12 кг
Формат
(ЭЛЕКТРОННЫЙ)
Количество CD
1
Год
2006
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