3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I (Anglais) Broché – 22 juillet 2011
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Description du produit
Revue de presse
"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK
"This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ
"An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe.
"For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd.
"This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University
"Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com
Présentation de l'éditeur
With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry.
- New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end
- Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months
- Completely updated gallery allows the reader to build on various models
* New, expanded tutorials (with the time they take indicated) lead readers through a character and environment from beginning to end and become more complex as the book progresses * Companion website features a robust and supportive forum where readers can get commentary on new work, develop their skills and network with games professionals--currently has over 10,000 posts * Companion website also offers all project files for tutorials and source images and photos to keep the budding artist busy for months
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Commentaires client les plus utiles sur Amazon.com
TL;DR available at the bottom of my review.
I purchased this book as a required reading for a college course.
The book was well written and a hands on tutorial for learning how to use "3ds max".
It was easy to read and figure out what did what, as it walks you through everything you need to learn by having you follow along with a step by step project. You learn the various aspects of 3ds max as you go through this project and it teaches you new techniques and tools along the way as needed.
So, for anyone hoping to hop into 3ds max and learn how to use it and has the time to follow along with its projects, I recommend this book. You can go at your own pace and gradually learn without being overloaded with too much information at once. Its perfect for that.
Unfortunately for me, this is not the kind of book I needed for a 8 week online college class. I had projects in the class that required more tools and features to be utilized at any particular time than what the book was organized to do. This book wants you to gradually learn 3ds max in a way that has the knowledge stick around after you finish the book. You're meant to follow the projects illustrated in the book, which was very counter productive to what I needed for my class. I needed to know specific tools and how they operated, which was a chore to do in this books format. For someone who was relatively familiar with 3ds max and wanted specific tools and utility feature walkthroughs, this book was not helpful and made things very difficult for me. I eventually gave up using the book entirely and resorted to seeking out online tutorials.
Now, I'm critical, but I am fair. This book was clearly intended for someone to learn 3ds max on their own time, not someone who had a weekly deadline to learn how to use these tools and make separate projects from the ones presented in the book.
Its ironic, because I could have easily just bought this book and learned 3dsmax at my own pace and not have had to take the class.
I give this four stars, it was a good book for what its advertised to do, it teaches you how to use 3ds max quite well actually. Sadly, I can't give it five stars because this book was not helpful to a college student with weekly deadlines and projects to work on that this book was not able to support with how it was written. That's not the book's fault, so, I won't unfairly give it a low rating that it doesn't deserve.
The bottom line?
TL;DR: Great book for learning how to use 3ds max on your own time, highly recommended. However, if you're taking a college course in 3ds max, or you have project deadlines, you're better off using online tutorials and not buying this book.
Upon seeing there was a new edition however, I ordered it and saw that it contains new material, including updates to the offending chapters and am happy to now give it 5 stars. It is a real improvement, and though the chapters have been changed since the first edition (for example, the said normal mapping is now in the later parts of the book), the content overall is top notch, and matches the selection of the subject matter making it the perfect source.
What makes this book/volume worth its weight in gold is the breath of materials it covers while still giving you the depth necessary. It assumes you already have a background in 3ds Max and is indeed a perfect complement to it after you learned the basics. Although it is intended for 3D for games as the title suggests, what you learn is applicable to all aspects of 3D, particularly topics that are the most common and fundamental in modeling that other books do not cover.
For example, one of the better books in Max is Poly-Modeling for 3DSMax, which has good content for nuances in modeling, but the forgettable lessons there are matched only by the author refusing to even discuss UV mapping when even a single chapter would have helped a lot. Ditto for other books which are either too shallow and generalized, or simply don't have enough meat. They just don't hold a candle compared to this book (now, the first volume in a set of two), which covers what you need to know while covering all necessary aspects not just for games but 3D modeling in general.
I can't wait to read the next volume.
So what does Andrew Gahan show you here? Well, he goes through some basics of working with the 3ds Max interface, terminology for game art, and texturing. Then he shows how to create, unwrap, and texture a simple model. Creating a more complex model (sort of a floor sweeper thing), vegetation and alpha maps, a low-poly vehicle, normal mapping techniques, an entire 3D environment, and finally a high and low poly character. Quite a good assortment of chapters and each one was fully fleshed out.
I did appreciate that the author goes through each step, even simple stuff other books may gloss over. In some cases, as I started reading I was questioning the method he was using, but eventually he made it work. While the text is very focused on the one specific application, I do think that artists (or aspiring artists) could glean knowledge from the techniques and apply them to other packages. However, this would not be the first book I went to if I was using Maya or whatever.
Overall I feel like I learned a couple neat tricks, and after reading the book I feel a little more confident in my modeling skills. Will really need to put this to the test soon, as I’ve been dying to create some nice art to work with building graphic demos and whatnot. Looking at programmer art all day is just not as motivating. I have plans of creating a realistic-style apartment, and I think it’s something reasonable to get finished. Down the road, I’d love to do a full character, but I’ve always struggled with this in the past. At least now that I’ve switched to Unreal, I can free up some of my effort to focus on art since I know the engine will support whatever I throw in there (and make it look good!). Looking forward to checking the Volume II in the series shortly.