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

Cloning objects: Instances, References, and Snapshots


This section is an extension of the previous section where we made multiple copies of a part on the vehicle. You chose between the clone types Copy and Instance. In this section we'll explore the ramifications of that kind of choice.

A Copy is independent of its source, but gets all the modifiers and properties the original one has. They don't share any changes down the line. An Instance maintains a connection between the original and the duplicate, and changes down the line to either will be shared. A Reference shares changes, but modifier level changes added on top of it aren't shared. A Snapshot is an extracted copy of a mesh, which rebuilds it as an editable mesh in its current state. It is used to get the state of a mesh resulting from the effects modifiers have on it. A good case for using a Snapshot would be to extract the expression or pose the result derived from combined Morph targets and Skinning.

Adjusting Instances

Instances...