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


In this chapter we used modifiers for both modeling new objects and altering existing ones. We initially dealt with polygon loops and soft modeling, in contrast with the hard surface approach in the previous chapter, which gave us our base model.

In the first chapter, I raised the idea that what seemed tricky at first would quickly become second nature. By now, in terms of that idea, you should feel really at home in different Sub-Object modes, comfortable deriving geometry from Shapes, and understand the smoothing structure of polygons. Hopefully, you'll recognize that most modifiers, in terms of the stack and their parameters, use a very similar interface. You may notice that even in the Help contents the layout for UI information, procedures, and interface breakdown always follows a consistent format, making it easier to flip through newly discovered tools.

In the following chapters, we will focus more on enhanced working methods rather than, as has been the case so far, on essential...