rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: 3ds max modeling for games
    part number: Volume II
    part name: Insider's guide to stylized modeling
  name:
    name part: Gahan, Andrew.
    role:
      role term: creator
  name:
    name part: ScienceDirect (Online service)
  type of resource: text
  genre: Electronic books.
  origin info:
    place:
      place term: enk
    place:
      place term: Oxford
    publisher: Focal
    date issued: 2011
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: remote
    extent: 1 online resource (1 volume) : color illustrations
  abstract: There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art). Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work. --Author Andy Gahan is a seasoned professional and leading industry expert. Gahan is a key member of an award-winning game team scoring number 1 hits in Japan, Europe and America with the Playstation 3 smash hit MotorStorm. --Game Modeling techniques offered with artist's potential portfo…
  table of contents: 3ds Max Modeling for Games -- VOLUME II Insider's Guide to Stylized Game Character, Vehicle, and Environment Modeling **ALL TECHNIQUES, TUTORIALS BELOW WILL FEATURE STYLIZED (COMIC-STYLE) ART. THIS IS THE DISTINCTION BETWEEN VOLUME I (WHICH OFFER REALISTIC STYLE ART). Chapter 1 -- Introduction to 3dsmax (20-30 pages) User Interface Primitives Viewports Projects Load & Save Chapter 2 -- Basics of Modeling and Texturing (20-30 pages) Creating a box asset Creating simple texture maps Creating texture maps from photographs Cleaning up images in Photoshop Mapping UV Unwrap Editing UV's Render settings and quick renders Saving and organizing your work Chapter 3 -- Low Poly Modeling Techniques continued (20-30 pages) Modeling a simple object Extrude, Bevel, etc Graphite modeling tools Chapter 4 -- Low Poly Vehicle (80 pages) Using blueprints and concept art work Modeling techniques Materials and mapping Rendering Chapter 5 -- Low Poly Character (80 pages) Using blueprints and concept art work Modeling techniques Materials and mapping Rendering Gallery (20 pages) Chapter 6 -- Creating Trees and Foliage (30 pages) Different approaches for different uses Modelling Texture creation Chapter 7 -- Low poly Environment (80 pages) Planning the scene Blocking out in 3D To detail or not to detail Unwrapping Creating texture maps Lighting Rendering Chapter 8 -- Normal Map creation in detail (20-30 pages) Creating normal maps from high poly assets Baking maps Types of normal map Tangents based normal maps in detail Chapter 9 -- Ambient Occlusion in detail (10-20 pages) Chapter 10 -- Portfolio creation and Interview (10 pages).
  note: by Andrew Gahan.
  note: Includes index.
  subject:
    title info:
      title: 3ds max (Computer file)
  subject:
    title info:
      title: 3ds max (Computer file)
  subject:
    topic: Computer animation
  subject:
    topic: Computer graphics
  subject:
    topic: Video games
    topic: Design
  subject:
    topic: Computer Graphics
  subject:
    topic: Animation par ordinateur
  subject:
    topic: Infographie
  subject:
    topic: Jeux vidéo
    topic: Conception
  subject:
    topic: computer animation
  subject:
    topic: computer graphics
  subject:
    topic: Computer animation
  subject:
    topic: Computer games
    topic: Design
  subject:
    topic: Computer graphics
  classification: TR897.7 .G34 2011
  classification: 006.696
  related item:
    title info:
      title: 3ds max modeling for games. Volume II, Insider's guide to stylized modeling
    name:
      name part: Gahan, Andrew.
    origin info:
      publisher: Oxford : Focal, 2011
    identifier: (OCoLC)751749193
  identifier: 9780240816067
  identifier: 0240816064
  identifier: 0240816072
  identifier: 9780240816074
  identifier: 1101712:10954501 Elsevier Science & Technology
  identifier: http://proxy.library.tamu.edu/login
  record info:
    record content source: OPELS
    record creation date: 111205
    record change date: 20260326190833.7
    record identifier: in00005749121
    language of cataloging:
      language term: eng