Book Image

3ds Max Speed Modeling for 3D Artists

By : Thomas Mooney
Book Image

3ds Max Speed Modeling for 3D Artists

By: Thomas Mooney

Overview of this book

Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. This book breaks down speed modeling workflow in 3ds Max into stages you can easily achieve, with a focus on hard surface modeling and methods you can apply to your own designs."3ds Max Speed Modeling for 3D Artists" will help level up your 3D modeling skills. It focuses on hard surface modeling, and shows the range of tools and techniques in 3ds Max 2013.This book shows content creation methods aimed at 3ds Max modelers preparing to show their skill to the industry. The key feature of modeling that artists must exhibit is speediness while preserving technical accuracy. The author helps you follow set project guidelines while pushing creativity and outlines the entire workflow from concept development to exporting a game-ready model.The book begins with introductions for new users to the interface and modeling tools, and progresses to topics aimed at users already familiar with 3ds Max, who want to improve their content creation process. You'll also see ways 3ds Max content is used with other applications, like sculpting software and game editors, and learn features of speed modeling, efficient workflow, re-use of content, and tips on getting more done, more quickly.By the end of this book you will have learned key topics in modeling, ready to face professional level work with elan.
Table of Contents (17 chapters)
3ds Max Speed Modeling for 3D Artists
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Skin advanced parameters


Once you've added bones, the mesh will already have some kind of weighted solution but it probably will be far from perfect, and we'll examine what needs attention and fix it. Work from the larger issues to the smaller ones, and just work down one side of the mesh. It's not time to start animating or moving the rig around just yet though. First, expand the Advanced Parameters section of the Skin modifier parameters.

The main thing to change here is the Bone Affect Limit value. Few parts of a real body would be significantly influenced by more than four joints, let alone 20. For performance purposes too, the more bones you allow to affect a vertex, the more intense the calculation. Some game engines limit this internally, so it's best to skin with that in mind so the solution in 3ds Max isn't broken once you export for gameplay.

Under the Bone Affect Limit value you'll also notice a section where you can Save to file and Load from file your Skin solution, using the...