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 star ship construction walk-through


The following screenshot shows the addition of large form changes and chamfers on the tail and some cutting away of the initial primitive, marked by arrows. A drum on the side of the tail has been added and marked with yellow poly-loops.

An Extrude outward and inward helps build the hull. Poly-loops help mark key areas.

The selected polygons in the following screenshot are where the ship airlock will project out. It's good to shape the area where an Extrude will be added so it fits well into what surrounds it.

And here's the airlock, as shown in the following screenshot. Its shape is easy to make using Extrude, Chamfer, Inset, and Cut, the most common tools we've looked at so far.

Similarly, it requires just a series of Extrude and Inset steps to add the panels on top of the hull. These are on the center line, so the new polygons facing the Mirror line should be removed and lined up to X = 0.0.

The following screenshot shows a close up of the lower edge...