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CREATING GAME ART FOR 3D ENGINES- P1

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CREATING GAME ART FOR 3D ENGINES- P1: Iwish to thank the editing team at Charles River Media (Emi Smith,Karen Gill, Jennifer Blaney, and Jenifer Niles) for their help in gettingthis book publish-ready. Thanks, too, to my technical editor, MikeDuggan. Also deserving recognition are the guys who make the TorqueGame Engine available, GarageGames, who directly or indirectly madethis book and the accompanying CD possible. In particular, I want tothank Joe Maruschak at GarageGames for the great articles and forumanswers that have helped me and many others get a handle on this engine.I...
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CREATING GAME ART FOR 3D ENGINES- P1CREATING GAME ART FOR 3D ENGINES BRAD STRONG CHARLES RIVER MEDIA Boston, MassachusettsCopyright 2008 Career & Professional Group, a division of Thomson Learning Inc.Published by Charles River Media, an Imprint of Thomson Learning Inc. All rights reserved.No part of this publication may be reproduced in any way, stored in a retrieval system of any type, ortransmitted by any means or media, electronic or mechanical, including, but not limited to, photocopy,recording, or scanning, without prior permission in writing from the publisher.Publisher and General Manager, Charles River Media: Stacy L. HiquetAssociate Director of Marketing: Sarah O’DonnellManager of Editorial Services: Heather TalbotMarketing Manager: Jordan CaseyMarketing Assistant: Adena FlittProject/Copy Editor: Karen A. GillTechnical Reviewer: Mike DugganCRM Editorial Services Coordinator: Jennifer BlaneyInterior Layout Tech: Judy LittlefieldCover Designer: Sherry StinsonCover Images: Brad StrongCD-ROM Producer: Brandon PenticuffIndexer: Joan GreenProofreader: Sybil FetterCharles River Media, Inc.25 Thomson PlaceBoston, MA 02210617-757-7900617-757-7969 (fax)www.charlesriver.comThis book is printed on acid-free paper.Brad Strong. Creating Game Art for 3D Engines.ISBN-10: 1-58450-548-6ISBN-13: 978-1-58450-548-8eISBN-10: 1-58450-604-0Library of Congress Catalog Card Number: 20079338863ds Max is a registered trademark of Autodesk, Inc. Photoshop is a registered trademark of AdobeSystems Incorporated. All other brand names and product names mentioned in this book are trademarksor service marks of their respective companies. Any omission or misuse (of any kind) of service marksor trademarks should not be regarded as intent to infringe on the property of others. The publisherrecognizes and respects all marks used by companies, manufacturers, and developers as a means todistinguish their products.Printed in Canada08 09 10 11 12 TC 10 9 8 7 6 5 4 3 2 1Charles River Media titles are available for site license or bulk purchase by institutions, user groups, cor-porations, etc. For additional information, please contact the Special Sales Department at 800-347-7707.Requests for replacement of a defective CD-ROM must be accompanied by the original disc, your mail-ing address, telephone number, date of purchase, and purchase price. Please state the nature of theproblem, and send the information to Charles River Media, Inc., 25 Thomson Place, Boston, MA 02210.CRM’s sole obligation to the purchaser is to replace the disc, based on defective materials or faultyworkmanship, but not on the operation or functionality of the product. This book is dedicated to my wife, Åsa, who was an encouragement and a blessingfrom the time this book was just an idea until the final edit.This page intentionally left blank CONTENTS ACKNOWLEDGMENTS xvii ABOUT THE AUTHOR xix INTRODUCTION xxiCHAPTER 1 INTRODUCTION TO 3DS MAX 1 Examining the 3ds Max Interface 2 Using Drop-Downs and Panels 3 Adjusting Grid and Snap 4 Setting Preferences 4 Creating, Viewing, and Modifying Primitives 4 Using Viewport Controls 5 Modifying Primitives 5 Using Viewing Tools 6 Using Selection Windows 8 Box Modeling a Chair 8 Converting to an Editable Poly 9 Moving the Vertices of the Editable Poly 9 Maximizing the Viewport and Using Arc Rotate 11 Extruding the Legs of the Chair 11 Extruding the Back of the Chair 12 Creating the Arms of the Chair 12 Welding Vertices 14 Manipulating Vertices 14 Working with the Material Editor 15 Applying a Standard Material to an Object 15 Applying a Custom Material to an Object 16 vvi Contents Managing Files 18 Saving Your Work 18 Merging and Importing Files ...

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