By Andrew Gahan

ISBN-10: 0240816064

ISBN-13: 9780240816067

Learn tips to version comic-style à l. a. Pixar™ with the professional thoughts present in 3ds Max Modeling for video games quantity 2: Insider’s advisor to Stylized Modeling. This new quantity will exhibit you the ins-and-outs of stylized modeling, together with characters, cars, environments, and lots more and plenty extra. stick with the tale of canopy characters Robert and robotic as their event takes you thru the area of modeling, plants, alpha-maps, and lots more and plenty extra! This publication can also be jam-packed with hugely precise tutorials feared towards improving your modeling talents and increasing your portfolio.

The better half web site (www.3d-for-games.com) is unique - an on-line discussion board the place readers can publish and resolution questions about their paintings. by way of constructing a portfolio, on-line peer opinions are valuable, and present readers have made use of this option, actually a few have fortunately develop into the discussion board responders (along with Andy) to educate and develop new artists at work.  Also included: step by step venture records for every bankruptcy; all of the proper texture records and resource pictures; panoramic skies, small scene gadgets, bonus texture maps & types in order that artists can create complete scenes in a short time with out ranging from scratch at any time when; numerous examples of what is scorching and what is no longer in 3D modeling and in addition sufficient aid photos and photographs to maintain the budding artist busy for months.  Unrivalled aid in over 10,000 current posts - backing up the e-book with a full of life discussion board and neighborhood of readers from world wide, able to aid your work. 

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Initially, I ‘extracted’ the leaves I wanted from the original photo, and then used them to create the alpha channel. 2 There are a few different ways to do this. I could simply create an alpha channel and start painting white around the leaves I want visible using the standard brush tool; but, this takes time and also means the background will remain. I wanted to remove this. I started by creating a 512 × 512 image file. I then copied the source image into this file and scaled it to fit into the square texture page (CTRL + T).

The texture has now wrapped round, revealing any breaks in tiling down the central spine of the texture. Repair this effect using the Heal and Clone tools. With this completed, you can offset the texture again and you should have something resembling Fig. 8. With the texture ready, we can move back to Max and begin construction of the trunk model. Start by creating a cylindrical primitive object roughly the same scale as the reference object. The starting dimensions should be: radius 75 cm, height 700 cm, and segments 10.

12. The layer the leaves are on has the blend mode set to normal. You could easily play around with all the different modes to see the results. One technique may not work every time. It all really depends on the initial reference photo. The issue that I have with the leaves as they are now is that I don’t like the varying colors and lighting from the photograph. In this instance, the color dodge blend mode worked really well to reduce these issues. 13 Obviously, now, the image is oversaturated; so we should use Image > Adjustments > Hue/Saturation to reduce this.

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3ds Max Modeling for Games. Insider's Guide to Stylized Modeling by Andrew Gahan


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