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

A preview of a sculpting workflow


The modeling steps we've already been through can be leveraged further to add more fine detail to the model, but to demonstrate this all the way through to complete realization of the design drawing would take many more pages of rather similar operations. Instead, it would be more instructive to show a few features of a sculpting workflow, which can be used to obtain detail from a high-resolution model for texture mapping onto a low-resolution model.

The steps for sculpting an existing model begins with creating texture co-ordinates.

UV mapping (texture co-ordinates) flatten the model's 3D polygons into a flat square. U refers to horizontal texture space, and V refers to vertical texture space. This space easily matches the width and height of a Photoshop document. The classic concept of UV mapping is to imagine the surface of a dice (3D) being unfolded into a single flat surface (2D), so each facet can be painted with unique features. Details of the Unwrap...