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

Finalizing the layout


A few times I've pointed out the need to determine a mapping strategy according to your end goal, be it a self-contained, single game texture or a series of texture sheets for high-resolution model painting. In this case, we've wound up with the outer and inner parts on two different textures, and the additional meshes mapped with the interior. The ship hull has been split into two pieces, so we have to assign a unique material to each, to preserve their mapping, before the halves are welded back together.

Then we need to prepare the asset for painting, and there are a few different options for this. One option is to render a texture template from the Edit UVWs window, which is good if you plan to work in Photoshop (for a model that suits this, like a low poly prop). Another option is to paint directly on the surface. In this topic we'll look at how to prep for Mudbox painting, and at how we can view the UVs while painting in Viewport Canvas as well.

To map the supplemental...