Poly-Modeling with 3ds Max: Thinking Outside of the Box
Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of modeling where you start out with a basic form or primitive object that determines the mass of an object, artists can use the polygon (the basic building block of all of the primitives available in 3ds Max). This approach allows for more control over the flow, placement and detail of the meshes that are built. Placement of vertices/points, edges and all other sub-elements that build our models is determined by the user, rather than pre-determined by a computer generated primitive. This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner. Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.
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Poly-Modeling with 3ds Max: Thinking Outside of the Box
Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of modeling where you start out with a basic form or primitive object that determines the mass of an object, artists can use the polygon (the basic building block of all of the primitives available in 3ds Max). This approach allows for more control over the flow, placement and detail of the meshes that are built. Placement of vertices/points, edges and all other sub-elements that build our models is determined by the user, rather than pre-determined by a computer generated primitive. This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner. Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.
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Poly-Modeling with 3ds Max: Thinking Outside of the Box

Poly-Modeling with 3ds Max: Thinking Outside of the Box

by Todd Daniele
Poly-Modeling with 3ds Max: Thinking Outside of the Box

Poly-Modeling with 3ds Max: Thinking Outside of the Box

by Todd Daniele

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$66.99 

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Overview

Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of modeling where you start out with a basic form or primitive object that determines the mass of an object, artists can use the polygon (the basic building block of all of the primitives available in 3ds Max). This approach allows for more control over the flow, placement and detail of the meshes that are built. Placement of vertices/points, edges and all other sub-elements that build our models is determined by the user, rather than pre-determined by a computer generated primitive. This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner. Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.

Product Details

ISBN-13: 9781136138218
Publisher: CRC Press
Publication date: 09/10/2012
Sold by: Barnes & Noble
Format: eBook
Pages: 288
File size: 227 MB
Note: This product may take a few minutes to download.

About the Author

Todd Daniele has worked for several major N.Y. based studios, including GuerillaFx.
Daniele's work for GuerillaFx has been featured on TV, the Internet and even the Jumbo-trons in Times Square (NYC). He has contributed work to several high-profile clients including: Coke Zero, MTV, Old Navy, Procter and Gamble, Nike, Cingular/ATT and BMW.

Table of Contents

1. Introduction- What this book is all about, as well as a brief overview of the authors credentials2. Modeling Types- We are going to cover all of the modeling options, as some will lend themselves later to the polymodeling process.3. Polymodeling Basics-Techniques used to add detail to a model, various methods to move sub-object selections with precision.4. Modifiers-Letting Max do the work for you------Information, as well as a demonstration of how allowing the application to do calculations can often result in a cleaner end product.5. Derivative modeling and other techniques to speed up your polymodeling workflow--- We are going to cover the method of extracting part of a mesh to build another mesh, using repetitive geometry, and using the info from the last chapter to alter an existing model into something unique.6. Theory and application--Not a very technical description, we are just going to discuss what works, and why it works, without getting involved in any information that may be confusing.7. You are in Control-Your mesh shouldn't dictate your final output- We are going to cover some common polymodeling mistakes, and the simple, and not so simple solutions to them.8. Preparation-Tips to make your projects go smoother- Basic overview of references, applications, blueprints and other aspects that aid in the process.9. Hard-Edge Modeling- A step by step excercise in hard edge modeling(man made objects). We are going to cover some material that will have the reader producing clean, professional results.10. Organic/Soft-edge modelling-- Step by step excercise covering important aspects of Organic modeling. We will touch on creating an animation ready mesh.11. Mixing it up- Crossing boundries between soft and hard edge modelling.---Information about the use of 2 very different modeling disciplines to benefit each other in the creative process.12. LOD(level of detail) for production - Enough is Enough-- An overview of what is required in a deadline environment. We always want to add more detail, many times deadline dictates what we can actually do. Tricks and tips to get the best results with time limitations.13. Non modeled Geometric detail-Bump and Displacement mapping-- We are going to cover the growing importance of displacement, and bump maps to add non modeled detail to your models. We will discuss pros and cons of each, and when to use each 1.14. Scripts, Plug-ins and other additions-- A basic overview of some scripts and tools that make modeling even more user friendly within 3DS Max.15. Final word
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