Game Character Design Complete Using 3DS Max and Photoshop CS2 - David Franson

Game Character Design Complete Using 3DS Max and Photoshop CS2

David Franson (Autor)

Media-Kombination
600 Seiten
2005
Charles River Media
978-1-58450-419-1 (ISBN)
41,50 inkl. MwSt
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Teaches everything involved in creating a video game character for popular game engines. This book explains how to sketch, create, texture, animate, and export a game character, and uses a step-by-step tutorial approach. It is written for those interested in becoming a game character artist.
"Game Character Design Complete Using 3ds max & Photoshop CS2" teaches everything involved in creating a video game character for popular game engines. The practical techniques explain how to sketch, create, texture, animate, and export a game character. Written for those interested in becoming a game character artist and those who want to expand their existing digital art skills, the book uses a step-by-step tutorial approach. It covers the powerful mesh creation technique of Box Modeling and UV mapping, and it provides a brief introduction to using Right Hemisphere's Deep UV[trademark], texturing with Photoshop CS, and creating bones and biped installation. There is also important coverage of animation, lip syncing, motion capture, and game engine preparation and export to several of the most popular game engines, including Quake[registered] 3, DOOM[registered] III, Unreal[registered] II, Half-Life[registered] 2, and the Xbox[registered] platform. This is the one book artists need to learn the latest skills and techniques for creating commercial-quality game characters with 3ds max.
Includes a companion CD-ROM with available demos, tutorial data and images, free 3D models, and hundreds of texture images.

David Franson has been a professional in the field of networking, programming, and 2D and 3D computer graphics since 1990. In 2000, he resigned his position as Information Technology Director of one of the largest entertainment law firms in New York City to pursue a full-time career in game development. He is the author of 2D Artwork and 3D Modeling for Game Artists, The Dark Side of Game Texturing, as well as the full-page article How Video Games are Made which appeared in 45 newspapers worldwide. He has also produced digital artwork for 3D video games, film, and television.

Introduction; Chapter 1: Sketch Art & References; Chapter 2: Box Modeling in 3ds max; Chapter 3: Mesh Optimization in 3ds max; Chapter 4: U-V Mapping the Character in 3ds max; Chapter 5: Alternate Mapping Technique: U-V Mapping with Deep UV; Chapter 6: Skin Texturing with Photoshop CS; Chapter 7: Installing Bones with Character Studio Biped 4 (Character Rigging); Chapter 8: Dummy Objects and Nodal Placement; Chapter 9: Animating the Character; Chapter 10: Sequencing and Blending; Chapter 11: Motion Capture; Chapter 12: Facial Animation; Chapter 13: Testing Your Character in Games; Appendices: Photoshop Keyboard Shortcuts and Related Web Sites & Links; About the CD-ROM; Index.

Erscheint lt. Verlag 15.12.2005
Verlagsort Hingham
Sprache englisch
Maße 188 x 235 mm
Themenwelt Informatik Grafik / Design Photoshop
Informatik Weitere Themen Computerspiele
ISBN-10 1-58450-419-6 / 1584504196
ISBN-13 978-1-58450-419-1 / 9781584504191
Zustand Neuware
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