Game Character Modeling and Animation with 3ds Max

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This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.

Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.

But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

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Editorial Reviews

From Barnes & Noble
Are you a serious gamer who's tired of the characters the game company handed you? Are you fascinated by game production, maybe even as a potential career? Today's your lucky day.

Game Character Modeling and Animation with 3DS Max will walk you step-by-step through creating a pro-quality character you can play in many real-time 3D game engines. You'll learn techniques that 3D designers use every day: how to create heads and bodies, apply maps, add skeletons, export and compile models, and more. You'll master a world-class tool, 3ds Max (no small accomplishment). You'll even learn efficient professional workflow.

One thing you won't have to worry about is programming: It's not needed here. But learning 3D animation will take some work. (This book's based on the author's 15-week university class: It's serious instruction.) We think it'll be worth it -- in satisfaction, fun, and just maybe someday, in cash. Bill Camarda, from the December 2007 Read Only

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Product Details

  • ISBN-13: 9780240809786
  • Publisher: Taylor & Francis
  • Publication date: 8/31/2007
  • Edition description: New Edition
  • Pages: 360
  • Sales rank: 1,028,778
  • Product dimensions: 7.40 (w) x 9.10 (h) x 0.80 (d)

Meet the Author

Yancey Clinton is an internationally known Master of 3DS Max. Having taught 3ds before Max existed, back in the 'dark days' of DOS, he instructed thousands for new careers in the 3D arts. With his own freelance production company and over 15 years experience in 3D production, Yancey has worked on all different kinds 3D related projects, mostly for video games, print, and production. As one of the few Discreet Certified Instructor of 3ds Max, and an Adobe Certified Trainer, Yancey brings his rich background of production and instructional experience to the DMA programs. He lives in San Francisco.

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Table of Contents

Why make a real-time character?
What it takes to make real-time character?

What is a 3d real-time character made of?

What this book will teach you and include
How to do all of the above
Samples of the above

Chapter 1 3D Character modeling
Character design, before you begin modeling
The model sheet
Setting up for 3d character modeling
Where to start
Building in pieces
Body Building
Head Building (more than just low polly modeling)
Finalizing in preparation for unwrapping

Chapter 2 Texture Mapping and the UVW Unwrap Modifier
What is a texture map?
Components of a complete texture map
Bump Map
Normal Bump Map (max7)
What is mapping?
Spherical mapping
Planer mapping
Cylindrical mapping
Box mapping
What is UVW Unwrap?
Why Unwrap?
Why the checker map?
Unwrapping the Body
Unwrapping the Head
Preparation for Painting

Chapter 3 - Painting the texture
Painting in Photoshop CS, tools
Editing your Unwrap snapshot, layers, crop
Painting Faces
Painting cloths
File types

Chapter 4 - Rigging
One small fix for the model before rigging (UT2004fix)
Introduction to Character Studio
Figure mode
Sizing the Armature
Footstep mode
Freeform mode
Adding Physique for Games
Adding Physique for everyone else
Editing the Physique modifier
The Rig
Adding animation to your Biped
The 68 animations for Unreal2004
Changing animations (.BIP's)
Exporting for UT2004

Chapter 5 - Export/Import
Using Actor-X
Gathering assets
Using Unreal Ed 3.0 to compile your character
Adding your character to the game

Chapter 6 - Editing Motion capture data with Character Studio
Importing, key reduction, footprint extraction
Conversion to freeform/footprint
Editing, blending, layers, motion flow


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