Available:*
Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
---|---|---|---|---|---|
Searching... | 30000010148464 | CP 10043 | Computer File Accompanies Open Access Book | Compact Disc Accompanies Open Access Book | Searching... |
Searching... | 30000010149007 | CP 10043 | Computer File Accompanies Open Access Book | Compact Disc Accompanies Open Access Book | Searching... |
On Order
Summary
Summary
A game is only as intriguing as the characters that inhabit its world. Game Character Design Complete demonstrates each step of modeling, texturing, animating, and exporting compelling characters for your games. You'll learn how to model in 3ds Max from sketch references, texture in Adobe Photoshop, rig bones, and animate a character back in 3ds Max. Game Character Design Complete covers all aspects of character creation-from the technical to the artistic. Don't worry if your artistic ability isn't awe-inspiring. You'll cover every aspect of the design process in easy-to-follow steps, including texturing and animating your character. If you have a working knowledge of 2D and 3D graphics, then you have all of the skills you need to begin creating cool characters for your games.
Table of Contents
Introduction | p. xii |
Chapter 1 3D Game Character Design Basics | p. 1 |
Character Concept | p. 2 |
Game Styles | p. 3 |
Character Type | p. 6 |
Sketch Art | p. 7 |
Modeling | p. 7 |
Modeling Techniques | p. 8 |
Repairing, Adjusting, and Optimizing | p. 9 |
3D Modeling File Types | p. 9 |
UV Unwrapping and Mapping | p. 9 |
Texturing | p. 11 |
Shaders | p. 11 |
Bump Maps | p. 12 |
Normal Maps | p. 13 |
Texture Map File Types | p. 13 |
Skeletal Rigging | p. 14 |
Animating | p. 15 |
Game Engine Exporting | p. 16 |
Engine File Types | p. 16 |
Summary | p. 16 |
Chapter 2 Preparing to Model: Configuring 3ds Max and Referencing Sketch Art | p. 19 |
Hardware and Software Considerations | p. 20 |
Choosing a Proper Video Card | p. 20 |
Graphics Software and Drivers | p. 20 |
Monitors and Settings | p. 21 |
Configuring the Max 8 Environment | p. 21 |
Orthogonal Sketch Art | p. 23 |
The HICKS Rebuild #2A163 Background | p. 24 |
Creating Reference Planes in 3ds Max 8 | p. 24 |
Summary | p. 29 |
Chapter 3 Box Modeling in 3ds Max 8 | p. 31 |
Environmental Considerations Before You Begin | p. 32 |
Modeling the Boot | p. 32 |
Shaping the Pants (Lower Body) | p. 35 |
Adding Some Military Detail | p. 39 |
Creating the Upper Body | p. 41 |
Forming the Torso | p. 41 |
Forming the Shoulders and Arms | p. 45 |
Forming the Hands | p. 48 |
Detailing the Torso | p. 50 |
Creating the Head | p. 53 |
Making the Face | p. 53 |
Finishing the Head | p. 57 |
Summary | p. 60 |
Chapter 4 Mesh Optimization in 3ds Max | p. 63 |
Analyzing the Character Mesh Using STL Check | p. 63 |
Isolating Mesh Elements | p. 65 |
Fixing Mesh Errors | p. 66 |
Reattaching Elements and Test Optimizing | p. 68 |
Changing the Character's Pivot Point | p. 69 |
Summary | p. 71 |
Chapter 5 UV Mapping the Character in 3ds Max | p. 73 |
The Mapping Process | p. 73 |
Selecting Body Parts | p. 75 |
Defining Seams | p. 75 |
Stretching the Pelt | p. 76 |
Positioning the UVs | p. 76 |
Stitching Edges | p. 77 |
Packing UVs | p. 77 |
Step 1 Unwrap the Boots | p. 77 |
Step 2 Unwrap the Legs | p. 80 |
Step 3 Unwrap the Arms and Hands | p. 84 |
Step 4 Unwrap the Body | p. 87 |
Step 5 Unwrap the Eyes | p. 89 |
Step 6 Unwrap the Head | p. 90 |
Pack the Map | p. 92 |
Rendering Templates | p. 92 |
Update and View the Results in Max | p. 93 |
Summary | p. 93 |
Chapter 6 Skin Texturing with Photoshop CS2 | p. 95 |
Thoughts on Texturing | p. 95 |
Texturing Techniques We'll Utilize | p. 97 |
Fixing UVs: Add a Checkerboard Map | p. 97 |
Texturing Hicks | p. 105 |
Rendering Templates | p. 105 |
Opening the UV Templates in Photoshop | p. 106 |
Texturing the Head | p. 107 |
Texturing the Eyes | p. 111 |
Texturing the Torso, Arms, Legs, and Boots | p. 113 |
Texturing the Arms and Hands | p. 116 |
Cleaning Up | p. 116 |
Preparing the Map for 3ds Max | p. 117 |
Applying Textures in 3ds Max | p. 117 |
Baking Textures in 3ds Max | p. 118 |
Summary | p. 121 |
Chapter 7 Rigging a Character with Biped in 3ds Max | p. 123 |
How 3ds Max Works with Characters | p. 124 |
Adding and Attaching a Biped | p. 125 |
Weighting the Model | p. 137 |
Smooth Versus Rigid Binding | p. 144 |
Creating a Root Pose | p. 146 |
Summary | p. 146 |
Chapter 8 Character Animation in 3ds Max | p. 149 |
Animating with Keyframes | p. 149 |
Creating Walk and Run Cycles with Biped | p. 154 |
Creating Facial Expressions with Morph Targets | p. 158 |
Adding and Manipulating Dummy Nodes | p. 162 |
Linking the Nodes | p. 166 |
LODs | p. 166 |
Exporting and Viewing the Hicks Model in Torque | p. 168 |
Last Note on Other Game Engines | p. 168 |
Summary | p. 169 |
Appendix A 3ds Max 8 and Photoshop CS2 Keyboard Shortcuts | p. 171 |
3ds Max 8 Keyboard Shortcuts | p. 171 |
Remapping Commonly Used Max Shortcuts | p. 171 |
Photoshop CS2 Keyboard Shortcuts | p. 173 |
Appendix B Related Web Sites and Links | p. 175 |
Index | p. 181 |