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3Ds max modeling basics for video game assets : design, model texture and rig 3D characters for export to unity and other game engines / William Culbertson.

By: Material type: TextTextEdition: 1st editionDescription: pages cmISBN:
  • 9780367707804
  • 9780367707811
Subject(s): DDC classification:
  • 23 006.696 Cu Ds
Summary: "Building on the lessons learned in Volume 1, this book expands the beginning 3D modeler's knowledge base of creating video game assets to include character modeling, pelt mapping, rigging, animation and more. Opening with a discussion on 3D character design concepts, the reader then box models a basic game character using primitives. With the introduction of bones, the reader uses linking to create a simple rig to animate the character. Progressing to polygon modeling a second 3D character, the reader learns pelt mapping, learns to use the CAT rig and the Skin modifier for mesh deformation animation. The progression continues with the creation of a 3D biped character, complete with pelt mapping CAT rig and game play animations. To wrap up the process, the reader prepares the characters for export to a game engine, Unity. The reader then integrates the characters into the Castle Environment game scene (included), created in Volume 1in Unity Additional lessons include creating texture materials and alpha channel vegetation for use in games"--
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Item type Current library Collection Call number URL Status Notes Date due Barcode
Books Books Bahrain ITC.G-WBD Computer Studies 006.696 Cu Ds (Browse shelf(Opens below)) Link to resource Available Dr. Hafiz Abid Malik 3000003565

"Building on the lessons learned in Volume 1, this book expands the beginning 3D modeler's knowledge base of creating video game assets to include character modeling, pelt mapping, rigging, animation and more. Opening with a discussion on 3D character design concepts, the reader then box models a basic game character using primitives. With the introduction of bones, the reader uses linking to create a simple rig to animate the character. Progressing to polygon modeling a second 3D character, the reader learns pelt mapping, learns to use the CAT rig and the Skin modifier for mesh deformation animation. The progression continues with the creation of a 3D biped character, complete with pelt mapping CAT rig and game play animations. To wrap up the process, the reader prepares the characters for export to a game engine, Unity. The reader then integrates the characters into the Castle Environment game scene (included), created in Volume 1in Unity Additional lessons include creating texture materials and alpha channel vegetation for use in games"--

The online book link:

https://www.amazon.com/Basics-Modeling-Video-Game-Assets/dp/0367707802/ref=sr_1_1?keywords=9780367707804&qid=1669024488&sr=8-1

Dr. Hafiz Abid Malik

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