David Franson's 2D artwork and 3D modeling for game artists PDF

By David Franson

ISBN-10: 1931841330

ISBN-13: 9781931841337

Take your video games to the subsequent point! 2nd paintings and 3D Modeling for online game Artists is the fitting stepping stone for starting or intermediate video game artists getting into the gaming undefined. No different e-book out there presents insurance of either 2nd paintings and 3D modeling for artists. The accompanying CD-ROM presents short tutorials on of the most well-liked artwork and modeling instruments utilized in the sport undefined: trueSpace and Photoshop. discover your creativity and layout fine quality video game textures and versions utilizing the varied instruments that are integrated at the CD, together with trial models of Caligari trueSpace 6, DeepUV and Deep Paint 3D, Adobe Photoshop 6.0, 3D Studio Max five, unfastened textures, and lots more and plenty extra!

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Extra resources for 2D artwork and 3D modeling for game artists

Example text

This is the 3D (or 2D, in some cases) model created in any one of dozens of modeling programs on the market. The most common modeling programs used are trueSpace (I’ll be showing you how to model with that), 3D Studio Max, Maya, Lightwave, and MilkShape3D. U-V mapping. Before textures NOTE can be applied to a mesh, the A common misconception about U-V coordinates (also called modeling programs is that higher-end texture coordinates) must be programs yield better models. Mesh spread out flat and aligned objects, however, are generally low resproperly onto a texture map so olution with high-detail skins; higherthe texture artist can do his or end 3D programs are usually labeled as such due to their outstanding animaher job more easily.

You’ll see a Size field in this screen; just enter these values for X and Y (length and width, respectively). 4. Enable the Grid Snap tool. This is the icon with a blue colored grid located at the bottom of the screen. 5. Using the Object Rotate tool (X on your keyboard), rotate the plane 90 degrees so it runs the length of the RF-9. This operation is best done in an orthogonal view, such as Left, and right-clicking and dragging until the plane is rotated so it stands upright in your scene. 6. Use the Move tool (Z on your keyboard) to move the plane up so the bottom is flush with the scene’s reference grid.

In this chapter you will ■ ■ ■ ■ ■ Set up the trueSpace 6 environment in preparation for game modeling. Logically plan out the modeling attributes for the RF-9 plasma gun. Build the RF-9 step-by-step using primitives and point-editing techniques. Optimize the RF-9 mesh and check for errors. Export the model. An Overview You’ve fleshed out the concept for the RF-9 plasma gun and generated some detailed sketches. 1. 2 shows the RF-9 plasma gun sketch that you’ll be using to model the plasma gun; you probably remember from Chapter 2, “Getting Ready to Model: Concept Art,” that this sketch was generated by me and my colleague Lars Ricaldi.

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2D artwork and 3D modeling for game artists by David Franson

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