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Book cover of Modeling a Character in 3DS Max
3ds Max, Multimedia Technology - General & Miscellaneous, Graphics Programming, 3D Computer Graphics, Computer Animation, Other Applications and Techniques - Multimedia Technology, Computer Graphics - General & Miscellaneous

Modeling a Character in 3DS Max

by Paul Steed
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Overview

Whether you’re new to 3D Studio Max or you’re an experienced developer working on your next game, Modeling a Character in 3DS Max will be an indispensable addition to your Max book collection. Paul Steed, modeler and animator of characters seen in id Software’s Quake II and Quake III Arena, shows you all the tips, tricks, and techniques that have made him one of the industry’s most recognized 3D artists. Essentially one long tutorial, this book chronicles the creation of a single character from concept to texture mapping. Using each body part as an opportunity to illustrate a different modeling method, Steed runs the gamut of character creation:
  • Modeling with primitives
  • Using extrusions
  • Dealing with Booleans
  • Mirroring and reusing models
  • Using high-poly mesh as a low-poly template
  • Optimization techniques
  • Applying UVW mapping coordinates
Learn from one of the pros how to make low-poly, real-time game characters with Modeling a Character in 3DS Max!

About the Author, Paul Steed

Paul Steed is widely considered to be the dominant 3D game modeler and animator in the business. He has worked in the computer game industry for nearly ten years, including four years at ID Software, where he worked on Quake II, Quake III Arena, and Quake III Team Arena. He is now a producer at WildTangent, a web-based technology and content company founded by former Microsoft DirectX evangelist Alex St. John, where he builds and directs the creation of original content showcasing WildTangent’s popular multimedia platform, the Web Driver. Steed has written articles for Game Developer magazine and tutorials for his “Thinking Outside the Box” column on Loonygames.com. He is a frequent speaker at the annual Game Developer Conference.

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Editorials

From Barnes & Noble

The Barnes & Noble Review
You wouldn't think much could shake up John Carmack, the cofounder of Id Software and lead programmer of Quake. But Paul Steed reportedly did it with Orbb, one of the creatures he created for Quake III: Arena. The same Paul Steed was chosen to teach Advanced 3-D Character Creation at this year's Game Developer's Conference. This is the guy you want to learn character animation from, and Modeling a Character in 3DS Max is the "head-to-toe" guide you'd hope it would be.

As Steed puts it, "I want you to watch me do my thing.... I want to share what I've stuffed into my head and fingers over the past nine years, four companies, and nine games because I know how hard that kind of information is to come by. Even if you're experienced at modeling and creating characters, I guarantee you'll learn a trick or two..."

You'll learn a lot more than that. Let's say you're allocated 1,500 polygons (we're feeling generous). How're you gonna make a convincing character out of that? Steed spends the whole book showing you. Hair. Head. Torso. Legs. Back. Neck. Shoulders. Arms. Boots. This is the real deal, and you won't find it anywhere else. (Bill Camarda)

Bill Camarda is a consultant, writer, and web/multimedia content developer with nearly 20 years' experience in helping technology companies deploy and market advanced software, computing, and networking products and services. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks For Dummies®, Second Edition.

Book Details

Published
September 1, 2001
Publisher
Wordware Publishing Inc.
Pages
528
Format
Other
ISBN
9781556228155

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