3ds Max Speed Modeling for 3D Artists

Is your 3D modeling up to speed? It soon will be with this brilliant practical guide to speed modeling with 3ds Max, focusing on hard surfaces. Raise your productivity a notch and gain a new level of professionalism.

3ds Max Speed Modeling for 3D Artists

Starting
Thomas Mooney

Is your 3D modeling up to speed? It soon will be with this brilliant practical guide to speed modeling with 3ds Max, focusing on hard surfaces. Raise your productivity a notch and gain a new level of professionalism.
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Book Details

ISBN 139781849692366
Paperback422 pages

About This Book

  • Learn to speed model in 3ds Max, with an emphasis on hard surfaces
  • Up to date coverage, covering 3ds Max 2013 features
  • Focused explanations with step-driven practical lessons balance learning and action

Who This Book Is For

This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization.

Table of Contents

Chapter 1: First Launch: Getting to Know 3ds Max
Quick start: Jump into making models
Getting to know the User Interface
Default and custom UI schemes
Deciding on the best view navigation
Displaying your model for modeling
Setting scene units
Searching for content in the scene
Creating your own selection sets with Named Selections
Common changes to 3ds Max default preferences
Determining the hardware shading settings to use
Summary
Chapter 2: Model Shakedown: Make 3ds Max Work for you
Setting filters in the Display panel
Object Properties – Show Frozen in Gray
Object Properties – Animation trajectories
Object Properties – Render properties
Moving and rotating objects using pivot controls
Local, Screen, and Pick spaces
Cloning objects: Instances, References, and Snapshots
Adjusting modifiers in the viewport
Organizing a scene using Groups
Importing models
Using a template scene including lighting, turntable camera, and render settings
NVIDIA iray ActiveShade rendering
Summary
Chapter 3: The Base Model – A Solid Foundation in Polygon Modeling
Introducing the project
Adding image reference
Forming the base model
A preview of a sculpting workflow
Summary
Chapter 4: Mod My Ride: Extending upon a Base Model
Marking Poly Loops
Soft modeling
Using Poly Select to apply modifiers to Sub-Object selections
Generating shapes from edge selections
Shape construction and interpolation
Comparing the Sweep modifier with the Loft object
Smoothing Groups
Generating model forms using Cloth
Summary
Chapter 5: The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Spare parts
From primitive origins...
…Into outer space
A star ship construction walk-through
Summary
Chapter 6: The Cutting Edge: A Closer Look at 3ds Max Polygon Tools
New modeling and UI features in 3ds Max 2013
Sub-Object level editing tools via the Ribbon
Joining objects
Ribbon tools
Summary
Chapter 7: The Mystery of the Unfolding Polygons: Mapping Models for Texturing
The goal of UV mapping
Gaining familiarity with the Unwrap UVW editor
Combining texture islands to save draw calls
Just getting on with it...
Additional UV layout tools
Packing the layout
Finalizing the layout
Summary
Chapter 8: Custom Body Job: Painting using Viewport Canvas
Direct painting versus indirect painting
Starting a paint session
Tablet user's guide
Summary
Chapter 9: Go with the Flow Retopology in 3ds Max
Introduction
High poly model import
Retopology
Topology concerns for animation
WrapIt by The Pixel Hive
Finalizing the retopologized model
Summary
Chapter 10: Pushing the Envelope – Model Preparation for Animation and Games
ProOptimizer
Rigging the creature with CAT
Skinning the creature
Skin advanced parameters
Painting blend weights
Transfer of low poly skinning to a high poly mesh
Testing the animation and making a preview
3ds Max 2013 CAT data transfer to MotionBuilder
Game readiness check
Summary

What You Will Learn

  • Modeling processes using the Ribbon
  • Ways to create a customized UI for accessing modeling tools faster
  • Modeling using modifiers and deformations
  • UV mapping and topology effect readiness for sculpting
  • How to work with GoZ and ZBrush
  • Procedures for painting models using Viewport Canvas
  • Concepts of game-readiness
  • Retopology and polygon reduction methods
  • Easy rigging, skinning and animation walk-throughs
  • Gain fluency in UV mapping and texture creation
  • How to render and present your models for your folio

In Detail

Production of 3D art is an exciting medium, but the task of modeling requires intense attention to detail, so speed and efficiency are vital. This book breaks down speed modeling workflow in 3ds Max into stages you can easily achieve, with a focus on hard surface modeling and methods you can apply to your own designs.

"3ds Max Speed Modeling for 3D Artists" will help level up your 3D modeling skills. It focuses on hard surface modeling, and shows the range of tools and techniques in 3ds Max 2013.

This book shows content creation methods aimed at 3ds Max modelers preparing to show their skill to the industry. The key feature of modeling that artists must exhibit is speediness while preserving technical accuracy. The author helps you follow set project guidelines while pushing creativity and outlines the entire workflow from concept development to exporting a game-ready model.

The book begins with introductions for new users to the interface and modeling tools, and progresses to topics aimed at users already familiar with 3ds Max, who want to improve their content creation process. You’ll also see ways 3ds Max content is used with other applications, like sculpting software and game editors, and learn features of speed modeling, efficient workflow, re-use of content, and tips on getting more done, more quickly.

By the end of this book you will have learned key topics in modeling, ready to face professional level work with elan.

Authors

Table of Contents

Chapter 1: First Launch: Getting to Know 3ds Max
Quick start: Jump into making models
Getting to know the User Interface
Default and custom UI schemes
Deciding on the best view navigation
Displaying your model for modeling
Setting scene units
Searching for content in the scene
Creating your own selection sets with Named Selections
Common changes to 3ds Max default preferences
Determining the hardware shading settings to use
Summary
Chapter 2: Model Shakedown: Make 3ds Max Work for you
Setting filters in the Display panel
Object Properties – Show Frozen in Gray
Object Properties – Animation trajectories
Object Properties – Render properties
Moving and rotating objects using pivot controls
Local, Screen, and Pick spaces
Cloning objects: Instances, References, and Snapshots
Adjusting modifiers in the viewport
Organizing a scene using Groups
Importing models
Using a template scene including lighting, turntable camera, and render settings
NVIDIA iray ActiveShade rendering
Summary
Chapter 3: The Base Model – A Solid Foundation in Polygon Modeling
Introducing the project
Adding image reference
Forming the base model
A preview of a sculpting workflow
Summary
Chapter 4: Mod My Ride: Extending upon a Base Model
Marking Poly Loops
Soft modeling
Using Poly Select to apply modifiers to Sub-Object selections
Generating shapes from edge selections
Shape construction and interpolation
Comparing the Sweep modifier with the Loft object
Smoothing Groups
Generating model forms using Cloth
Summary
Chapter 5: The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Spare parts
From primitive origins...
…Into outer space
A star ship construction walk-through
Summary
Chapter 6: The Cutting Edge: A Closer Look at 3ds Max Polygon Tools
New modeling and UI features in 3ds Max 2013
Sub-Object level editing tools via the Ribbon
Joining objects
Ribbon tools
Summary
Chapter 7: The Mystery of the Unfolding Polygons: Mapping Models for Texturing
The goal of UV mapping
Gaining familiarity with the Unwrap UVW editor
Combining texture islands to save draw calls
Just getting on with it...
Additional UV layout tools
Packing the layout
Finalizing the layout
Summary
Chapter 8: Custom Body Job: Painting using Viewport Canvas
Direct painting versus indirect painting
Starting a paint session
Tablet user's guide
Summary
Chapter 9: Go with the Flow Retopology in 3ds Max
Introduction
High poly model import
Retopology
Topology concerns for animation
WrapIt by The Pixel Hive
Finalizing the retopologized model
Summary
Chapter 10: Pushing the Envelope – Model Preparation for Animation and Games
ProOptimizer
Rigging the creature with CAT
Skinning the creature
Skin advanced parameters
Painting blend weights
Transfer of low poly skinning to a high poly mesh
Testing the animation and making a preview
3ds Max 2013 CAT data transfer to MotionBuilder
Game readiness check
Summary

Book Details

ISBN 139781849692366
Paperback422 pages
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