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

Game readiness check


Throughout the book, we've already covered some ideas that contribute to a model's game readiness, such as creating good UVs, and setting a good object location in the scene. Since we're wrapping up the whole process we've been through, from preparing to model to making a base model to mapping and texturing the model, retopologizing it as required and even skinning it for animation, all we have to worry about is export. Should your model be required as an asset in a game, you will want to confirm all the features it has are correct, so the export and import into the game editor go as planned. The following is a list of important points to check over, to establish you are indeed done:

  • For export, the model pivot should generally have its pivot located at (0, 0, 0) in the world space. The rig pivot should align with the rig at the origin as well.

  • Before you skin it, your model should have its transforms reset so it doesn't scale strangely, for instance. If this wasn't done...