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

…Into outer space


A particularly undetailed part of my painting is a band going around the top of the ship's inside. I didn't detail it much as I already had that part made, from the topic earlier in this chapter where we took a 2D shape and made some detailing with it on a Cylinder. Duplicated to form a beam, and bent to fit the hull curve, this sits in there nicely.

So we can already see an application of some of what's gone before. Similar steps could be used to generate a lot of the rest of the detail in the ship. Before getting into the details, we need to analyze additional pieces to add, and analyze the larger forms to establish those early. It'll involve processes we've already covered, such as adding edge loops, cutting, extruding and doing insets. The following screenshots show the major steps. You can track the file increments in the working files folder \Packt3dsMax\Chapter 5\3dsMax Scenes\Scene Increments.

Tip

Here's something we need to avoid doing! If you have your model sitting...