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

Spare parts


This topic shows the progression from a 2D graphic component to a 3D component:

  1. Open the scene \Packt3dsMax\Chapter 5\ShapeLibrary.max. This scene shows a set of simple radial forms that could be distributed as components on a large model. This kind of presentation imitates sculptors' studies of ears and noses presented in an array, as shown in the following screenshot:

  2. We'll make some additions using Photoshop's Square Brush in the Default Brushes as the motif. Let's start from the idea that most manufactured details could first be represented by black and white 2D graphic motifs, as shown in the following screenshot:

  3. The first pass on the left-hand side establishes some base shapes. These could be interpreted many ways into volumes. Add finer lines over copies to give them an additional punch. Duplicate, flip, and overlap selections to generate more forms. While doing this kind of built-up you will very likely get some fresh alternative ideas. One reason to take this approach...