Game Character Modeling and Animation with 3ds Max / Edition 1

Game Character Modeling and Animation with 3ds Max / Edition 1

by Yancey Clinton
ISBN-10:
0240809785
ISBN-13:
9780240809786
Pub. Date:
08/31/2007
Publisher:
Taylor & Francis
ISBN-10:
0240809785
ISBN-13:
9780240809786
Pub. Date:
08/31/2007
Publisher:
Taylor & Francis
Game Character Modeling and Animation with 3ds Max / Edition 1

Game Character Modeling and Animation with 3ds Max / Edition 1

by Yancey Clinton

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Overview

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.

Product Details

ISBN-13: 9780240809786
Publisher: Taylor & Francis
Publication date: 08/31/2007
Edition description: New Edition
Pages: 360
Product dimensions: 7.50(w) x 9.25(h) x (d)

About 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.

Table of Contents

3D Character modeling; Texture Mapping and the UVW Unwrap Modifier; Painting the texture; Rigging; Export/Import; Editing Motion capture data with Character Studio
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