By Andrew Gahan
Learn tips on how to version comic-style à los angeles Pixar™ with the professional recommendations present in 3ds Max Modeling for video games quantity 2: Insider’s advisor to Stylized Modeling. This new quantity will convey you the ins-and-outs of stylized modeling, together with characters, cars, environments, and masses extra. persist with the tale of canopy characters Robert and robotic as their event takes you thru the area of modeling, plants, alpha-maps, and lots more and plenty extra! This booklet can be full of hugely particular tutorials feared towards bettering your modeling talents and increasing your portfolio.
The better half web site (www.3d-for-games.com) is unique - an on-line discussion board the place readers can put up and resolution questions on their paintings. by way of constructing a portfolio, on-line peer reviews are worthwhile, and present readers have made use of this selection, in truth a few have fortunately develop into the discussion board responders (along with Andy) to teach and develop new artists at work. Also included: step by step undertaking documents for every bankruptcy; the entire correct texture records and resource pictures; panoramic skies, small scene gadgets, bonus texture maps & types in order that artists can create complete scenes in a short time with out ranging from scratch at any time when; numerous examples of what is scorching and what is now not in 3D modeling and in addition sufficient help pictures and images to maintain the budding artist busy for months. Unrivalled help in over 10,000 current posts - backing up the ebook with a full of life discussion board and neighborhood of readers from world wide, able to support your work.
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Additional resources for 3ds Max Modeling for Games. Insider's Guide to Stylized Modeling
Using Tools > Render UVW Template, render out the UVs as a TGA image. This forms the basis of the texture page. 18a Using the UV render as a layout, create diffuse and opacity (alpha) maps. The opacity map is needed for the glass areas. Place the textures into the relevant slots in the Material Editor and apply them to the model. 18b Set up a basic rig and render the model to check the results. Edit the diffuse and opacity maps until you are happy with the results; also make sure the material is two-sided or the glass will look too transparent.
Left click, hold, and drag on the DeleteMesh button and (while holding) move over to the Modifiers window and release. The button will now appear blank. Repeat this procedure for all the buttons except Edit Poly and Edit Mesh. Once this has been done, scroll the modifier menu and drag into the empty slots the following functions; FFD 2x2x2, Bend, Twist, UVW Map, Unwrap UVW, CrossSection, Surface, and Edit Spline. The layout can be rearranged however you like (see Fig. 4). ’ Additional buttons can be added (they will appear blank until a function is dragged onto it) at any time, but be aware that the name will disappear once a customization has taken place.
Notice now, the whole object is shown as you didn’t limit the selection. Scale the new UVs down and move the previous set into the square (as shown in Fig. 16c). We now have the basis for the texture page for this model. This process now needs to be repeated with the remaining two parts. After this is completed, they can be reattached to the ’metal’ part of the model. 16c done, add an Unwrap modifier. The resulting view will show overlapping UV sets in the same window. This needs to be tidied up before we continue.