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

Summary


This chapter covered a lot of ground concerning model handling. A key idea that was introduced is that using a template for a background in which to place models saves a lot of time setting up lighting. It's easier to adjust a preset lighting situation than to create a lighting situation from scratch every time you want to preview and render a model. Instead, you want to save that time for working on the model.

In our supplementary content, we also cover some collaboration tools such as Containers and XRef scenes and objects. Besides enabling content sharing and content protection while collaborating, these let you organize large volumes of data more efficiently. This is particularly important in scenes where you are using many copies or instances of objects (such as scattered trees or buildings) that you don't need to display all the time.

I predicted at the end of the previous chapter that you'd become progressively more comfortable with the 3ds Max UI and accessing tools. Hopefully...