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[...]... create gameart properly for a game engine, as well as how to export that art to the engine and make script changes so that the art becomes a viable part of the game Although many of the processes and techniques will apply to specific modeling, texturing, animation, and game software solutions, this book will use 3ds Max release 8 to generate models and animations, and the Torque Game Engine for the game- side... characters There should be more than enough here for the accomplished or aspiring artist/animator to gain an understanding of how to create gameart and how to make it come alive in a 3D engine xxi xxii CreatingGameArtfor3D Engines Multimedia is a powerful medium because it engages so many of our senses 3D games are the highest and most compelling form of multimedia, because they add competition,... http://www 3dCognition.com I hope that this book is instrumental in making your game ideas real CHAPTER 1 INTRODUCTION TO 3DS MAX In This Chapter • • • • • Examining the 3ds Max Interface Creating, Viewing, and Modifying Primitives Box Modeling a Chair Working with the Material Editor Managing Files 1 2 CreatingGameArtfor3D Engines T his chapter introduces some of the foundational features of 3ds Max for. .. he taught 3D modeling, materials and lighting, 3D animation, and online game development for the Art Institute of Colorado Since 2002, he has been developing 3D learning games He is the president of 3dCognition, a game- based learning development studio, based in Karlskoga, Sweden The 3dCognition Web site can be found at http://www.3dcognition.com When he’s not working, Brad enjoys theology, philosophy,... These two solutions are at the forefront of their class; 3ds Max has more than 200,000 registered users and is used by more top-selling game developers for modeling and animation than any other solution The Torque Game Engine enjoys a solid reputation as the most powerful and affordable solution for the small game development studio, in addition to being a viable choice for students and hobbyists Much... Blaney, and Jenifer Niles) for their help in getting this book publish-ready Thanks, too, to my technical editor, Mike Duggan Also deserving recognition are the guys who make the Torque Game Engine available, GarageGames, who directly or indirectly made this book and the accompanying CD possible In particular, I want to thank Joe Maruschak at GarageGames for the great articles and forum answers that have... objects, for example You also have hotkeys such as F for front view, L for left view, P for perspective view, U for user view, Alt+W to toggle between one big viewport and multiple viewports, and G to toggle Grid mode on and off Using Drop-Downs and Panels 3ds Max is set up primarily with two means of creating and editing: drop-down menus and panels, located to the right of the workspace For the majority... get a handle on this engine I also want to thank Autodesk for a great product (3ds Max) and for the experience I gathered while there; thank you David Koel for making me a better AE Cuneyt Ozdas deserves recognition for writing Texporter, the handy UV renderer Thanks also to Matt Summers for writing the Dark Industries exporter, and to Sam Bacsa for writing Codeweaver, which helped me to work through... on game- based learning; a master’s in management from the University of Phoenix, where his thesis was on effective CAD utilization; and a bachelor’s in art from the University of Colorado at Denver Brad has developed and taught a range of courses on programming, art, and game development at art and technical colleges in the Colorado area Most recently, he taught 3D modeling, materials and lighting, 3D. .. from my own tribulations as an instructor for modeling, texturing, animation, and game development courses A good instructor learns over a period of semesters and years how to get the information across as efficiently as possible to minimize everyone’s (his own included!) frustration An equal part of this book stems from my own frustrations as a game developer for the past five years It was from my own . recently, he taught 3D modeling, materials and lighting, 3D animation, and online game development for the Art Institute of Col- orado. Since 2002, he has been developing 3D learning games. He is the president. acid-free paper. Brad Strong. Creating Game Art for 3D Engines. ISBN-10: 1-58450-548-6 ISBN-13: 978-1-58450-548-8 Library of Congress Catalog Card Number: 2007933886 3ds Max is a registered trademark. 211 Texturing the Robot 213 Creating a Base Metal Texture 213 Creating Panels 214 Creating Rivets 214 Creating Scratched and Peeling Paint 215 Modeling Textures in 3ds Max 217 Troubleshooting