3ds Max Basics for Modeling Video Game Assets: Volume 1 Model a Complete Game Environment and Export to Unity or Other Game Engines
A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs.
- The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level.
- This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling.
- Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors.
- Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity.
- Appendices include additional 3ds Max tool instructions.
- A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.
Chapter 1: Introduction to 3D Modeling
Chapter 2: The Game Studio
Chapter 3: Modeling the Curtain Wall
Chapter 4: Modeling the Fixed Bridge
Chapter 5: Modeling the Gate House
Chapter 6: Modeling the Turrets
Chapter 7: Unwrapping the Model
Chapter 8: Modeling the Castle Keep
Chapter 9: Lights, Cameras, Scene
Chapter 10: Export to the Game Engine