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

A visual language for science fiction machinery


What design challenges do concept artists confront while planning game vehicles or machinery or technology art? It is practical to first consider the tropes and memes of art language, its symbols and icons, and its common threads across work.

In this case, what matters is to establish some of the givens, the things you always come up against when you try to make a vehicle or spaceship or robot for a game. The base idea is that there have already been a lot of these in games, films, comics, and books. Therefore, everyone can almost automatically identify certain design elements as being more or less appropriate. At least, it is easier to do this when you are viewing an artwork – it's not so easy when you have to make the artwork. It is possible to break from convention, but with caution. Usually doing so meets with the most success when you thoroughly understand the conventions and expectations people have.

Most non-specialists don't understand...