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

Preface

This book is aimed at artists who already know essentials of modeling and are considering modeling specialization. A big part of specialization involves seeking ways to streamline your work flow. Possibly you're a diploma student and want to level up your 3ds Max skills after a short course, or possibly you're self-taught and want to measure the skills you've obtained. The outcome of reading this book would be a thorough knowledge of the modeling pipeline from concept, base model, sculpted model, UV mapped model, textured model, to skinned and rigged model, allowing for high-quality rendering or export of a game engine-ready, animation-ready asset.

What this book covers

Chapter 1, First Launch: Getting To Know 3ds Max, covers starting from scratch with 3ds Max. This chapter should help you get up to speed. It covers the essential starting points for those making their first launch into 3ds Max.

Chapter 2, Model Shakedown: Make 3ds Max Work for You, examines model handling using readymade assets. The main asset is a rapidly constructed vehicle used for testing a prototype game. Our purpose is to cover the necessary model handling skills before we undertake actual modeling in the next chapter.

Chapter 3, The Base Model – A Solid Foundation in Polygon Modeling, covers getting started on a model, starting with a reference image. We'll examine the modeling skills needed to create a base model. It also introduces the challenge of constructing forms that match a design while keeping within the constraints of four-sided topology, with an eye towards surface-detailing requirements.

Chapter 4, Mod My Ride: Extending upon a Base Model, demonstrates ways in which various modifiers can be used to adjust modeled content quickly. The main emphasis is to provide alternative designs with little work by modifying existing content. We also cover basic concepts for soft-surface modeling, smoothing groups, and generating geometric models from shapes or curves.

Chapter 5, The Language of Machines: Designing and Building Model Components, demonstrates the usefulness of developing an internal library or vocabulary of visual memes for your tech, mech, and hard surface models. It is very difficult to make a fictional model of a man-made object without some familiarity with how real man-made objects get their look, especially in terms of fabricated or manufactured detail. In this chapter, we'll analyze some prevalent ideas about depicting 'sci-fi' tech along with time-saving methods for constructing parts to reference in models.

Chapter 6, The Cutting Edge: A Closer Look at 3ds Max Polygon Tools, examines newer features related to modeling in 3ds Max 2013 such as the Freeform tools, live cutting, edge loop modes, and some of the more peripheral modeling tools that are nevertheless really handy to know, such as working with Boolean compound objects.

Chapter 7, The Mystery of the Unfolding Polygons: Mapping Models for Texturing, demonstrates methods of UV Mapping and stresses the importance of becoming fluent in the process of preparing a model for texturing a stage, which bridges modeling and texture painting while calling on somewhat different skills. The challenge is simply to put a 3D surface onto a 2D image plane. 3ds Max's mapping toolset ensures the user is well-armed to meet the challenge.

Chapter 8, Custom Body Job: Painting using Viewport Canvas, shows how the extensive tools in Viewport Canvas can be used to directly paint on a model with texture coordinates, with many direct comparisons to Photoshop painting tools. We go through material and channel setup, brush settings and hotkeys, and approaches to importing layer content, managing custom brushes, and using layer masks to paint non-destructively.

Chapter 9, Go with the Flow Retopology in 3ds Max, shows different ways to get a highly detail model down to a useable polygon count without losing key detail from the original, primarily looking at the brush-based PolyDraw tools.

Chapter 10, Pushing the Envelope – Model Preparation for Animation and Games, walks you through the envelope weighting, paint brush weighting, and vertex weighting tools in the Skin modifier, which is used to bind a mesh to a rig. In this case, we use CAT to provision a rig and we use SkinWrap to match a low-resolution version of a skinned model to a higher resolution version.

Bonus Chapter, Containers and XREfs, discusses Xref and Containers. We will learn how to create and edit a Container. We will also learn how to use Xref and Xref scene.

You can download the Bonus Chapter from http://www.packtpub.com/sites/default/files/downloads/Containers_and_ XRefs.pdf.

What you need for this book

The following software are required:

  • 3ds Max 2012 or 2013

  • Adobe Photoshop or similar 2D image editor

  • Optional: Pixologic ZBrush, Pixologic Sculptris, or Autodesk Mudbox for sculpting detail.

Who this book is for

This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "You may like to try the ModularToolbarsUI, which exposes more than what the default UI does."

While there are very few cases where code is referenced, a block of code is set as follows:

FOR batch in selection DO
(
local newUVW = Unwrap_UVW()
addmodifier batch newUVW
newUVW.pack 0 5.0 true false false
)

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "In the menu bar at the top of the screen, go to the Create menu and choose

Standard Primitives | Box".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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