Jumat, 18 Juni 2010

[X393.Ebook] Fee Download 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

Fee Download 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan



3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

Fee Download 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I, by Andrew Gahan

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

  • Sales Rank: #247454 in Books
  • Published on: 2011-06-17
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x 7.00" w x 1.00" l, 2.85 pounds
  • Binding: Paperback
  • 480 pages

Review

"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

About the Author
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)

Most helpful customer reviews

4 of 4 people found the following review helpful.
Better 2nd Edition
By Nicholas
I bought the first edition of this book and was initially going to give it two to three stars due to the terrible chapter on normal maps, written no less by a guest writer and not the author himself.

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.

5 of 6 people found the following review helpful.
Difficult to follow due to author skipping steps
By elorc
To clarify a few things right from the beginning: The author of this book is clearly a very strong 3D artist, but there are some serious problems with this book as it pertains to it being advertised as book to beginning this type of modeling.

If I had been a reasonably experienced modeler, specifically with 3ds Max, this book would likely be more effective. But the fact of the matter is that the author frequently skips important steps, apparently assuming that you will just know to do these things based on the random small pictures and vague narratives.

I would not recommend this book for a beginner or even a moderately experienced 3dsMax user/artist.

2 of 2 people found the following review helpful.
A detailed step-by-step tutorial by illustrated examples
By Eugene Tenenbaum Reluctant Reader
The ISBN 0240815823 (3ds Max Modeling for Games, 2nd Ed.: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I) is an extensive and very detailed tutorial. It shares many similarities with the industry standard "Inside AutoCAD", and it is almost equally useful, though without the very basic information, but still sufficient and quite understandable especially for those with a previous CADD experience. It might not be the best book for total novices.
3ds Max is 3D modeling, animation, and rendering software for games, film, and television development. This book is a step-by-step tutorial teaching only the game character, vehicle, and environment modeling aspects of 3ds Max. The explanations by example are very simple, synonymous and clear. Almost all tutorial pages contain from one to several illustrations - mostly program screen snapshots. The book's content is self-explanatory, and it could serve as a reference on the subject too.

See all 32 customer reviews...

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