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3Ds Max Modeling for Games Insider’s Guide to Game Character, Vehicle, and Environment Modeling Volume 1 by Andrew Gahan | PDF Free Download.
’ll keep this short and sweet, as I know your primary interest is how to model the scene on the cover and start making money as a professional modeler, not to hear all about me.
I started in the games industry in 1992 as a junior artist for Digital Image Design. They came to my college, and after seeing my graphic design work, they offered me a summer job-making games.
I jumped at the chance and without any portfolio or experience at all, started training on my first game. I progressed to the senior artist, developing flight simulators and military training systems until the studio was bought by Infogrames around 1998.
I became a lead artist when Infogrammes sold the studio to Rage, then left and became art director at a small startup called Lightning Interactive.
I switched again to join my old friends at Evolution Studios (Evolution was set up when Infogrames bought D.I.D., with Martin Kenwright leaving and taking six people with him).
I progressed through the ranks again at Evolution Studios, becoming art manager on some of the later World Rally Championship games on PlayStation 2, then producer and outsource manager, and then to my current role as senior development manager.
At the time of this writing, I have just completed work on MotorStorm: Apocalypse, for PS3, and am currently working on a number of unannounced projects.
If you’re interested, here is the list of games that I have helped develop:
Also, here is the list of other training titles that I have put together:
After meeting so many readers of the original book on the forum that supports this book (www.3D-For-Games.com/forum), as well as a lot of them in person, we came to the decision that a bit of an update to 3ds Max Modeling for Games was in order.
Not only had the software moved on but so had the expectations from employers looking to hire staff. With lots of companies closing down and it becomes harder than ever to break into the industry, we decided that it would be a good idea to bring the book up to the present day and to include more of the essential skills that every professional 3D artist must master.
I worked with Anthony O’Donnell to bring you all of the new content, which we believe is worthy of buying this book again if you have the original.
About 60% of the content is new and focuses a lot more on professional skills, which we believe will really give you the helping hand to stand out from the crowd.
This book was written with one single goal in mind: to teach people who are relatively new to 3ds Max on how to produce great results in the smallest amount of time possible.
The idea of writing a book came about when I had purchased yet another How to Use 3ds Max book online without flicking through it first. I purchased the book because I was keen to start researching training for 3ds Max and how people are currently going about learning Max.
I started to read through the book and was amazed at what they were teaching but also overwhelmingly shocked at what they were getting the readers to produce—the end results were shocking, even laughable.
I thought to myself, “If that’s the way they are teaching how to use 3ds Max, I don’t want to learn it.” It’s great to know how to do something, but if what you ultimately produce is unusable, then what’s the point? So, I managed to get in touch with Laura Lewin at Focal Press, and she just happened to be looking for writers.
After pitching a few ideas, this was the one that was accepted. As you become more experienced in modeling, you’ll discover that there are many different methods of producing the same piece of work.
All that I am offering in this book is one particular method for each tutorial: the one that I believe is either the fastest or the easiest or the one that I think produces the best results for the least amount of time.
There is so much information crammed into just one book, I have had to keep it as concise as possible. I cover only what you need to complete each tutorial and nothing else.
This book is designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max. If you’re looking for a book to teach you the ins and outs of Max, then there are plenty to choose from.
Personally, I’d rather keep my hard-earned cash and press the F1 key—the built-in help can show you all the functions you’ll need to get started.
The book is arranged over eleven chapters, starting from getting to grips with the basics, moving onto some low-poly modeling, and culminating into a couple of fairly advanced builds.
I’ve arranged the content of every chapter to be part of a similar theme to enable you to use most of the assets that you learn to build the final showpiece scene at the end.
I realize that this approach is slightly limiting, but I decided that it would be best to teach you to model a number of things in the same style rather than a whole load of different things in different styles, just for consistency.
Download 3Ds Max Modeling for Games Volume 1 by Andrew Gahan in PDF Format For Free.