--Author Ingrassia is a veteran artist and instructor (Senior Artist on several XBox game projects; and Senior Maya Instructor for Escape Studios in London, considered the top training academy in Europe; with game credits including Shadowrun (2007), Azurik: Rise of Perathia (2001), Harry Potter and the Sorcerer's Stone (2001), Electronic Arts, Inc.) He provides insider secrets, tips, and tricks so that artists can learn a wide variety of cutting-edge modeling and texturing techniques.
--The latest Next-Gen modeling techniques combined with "tried and true" processes provide a leg up for artists new to game work so that they can "hit the ground running" with professional results. + DVD with bonus videos on advanced modeling techniques.
--Game Industry professionals speak about their experiences and advice providing artists with candid, unique insights into the game industry (how they broke in, and how they stayed in).
--Coverage of Autodesk's newly acquired MUDBOX software, so that artists can learn quick and effective sculpting techniques to make use of this exciting and powerful tool that can add a professional look to their models. (Ingrassia has been working with Mudbox for years - he recently gave a lecture on the tool at an animation festival in Prague. His expertise will come through in the book.)
Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels.
Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers.
One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today.
The accompanying DVD includes 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.
Table of Contents
Maya Modeling and Texturing for Games
Next-Gen Techniques of the Pros
Overview of what you'll learn
Basic and Advanced techniques of game modeling in Maya:
Weapons/ Characters/ Buildings/ Vehicles/ Terrain
1. Project One- Modeling a Browning WWI Rifle with bayonet
2. Project Two- Modeling a Soupwith Camel Biplane
3. Project Three- Modeling a blown out building from 3/4 view concept art
*Industry Pro-File: John Smith- Senior Modeler, FASA Studios- Microsoft Game Studios
4. Project Four- Modeling a British B-VII Tank
5. Project Five- Modeling realistic WWI barracks
6. Project Six- Modeling realistic WWI (doughboy) soldier body
*Industry Pro-File: Luke Skywalker- Texture Artist, WXP Game Studios
7. Project Seven- Modeling a Realistic Head and Hands
8. UV Layout- Preparing mesh for texturing
9. Texture Painting- Technique I: Color Map Creation
*Industry Pro-File: Indiana Jones- Character Modeler, Bungie Studios- Microsoft Game Studios
10. Texture Painting- Technique II: Normal, Occlusion and Displacement Map Creation
11. Digital Sculpture- Next-Gen techniques with Digital Sculpting
12. Creating the Killer Demo Reel- Getting a Job in Games!
*Industry Pro-File: Michael Ingrassia- Senior Modeler/ Maya Instructor, Microsoft Game Studios
**Plus 10 Bonus lessons on the DVD:
DVD Videos Content:
Rigging the soldier for posing
Creating and animating an impressive model turntable
Lighting a set design
3point Lighting a model
Facial blend shape basics
Advance facial blends using Mudbox
Animating the Sopwith Camel biplane
Animating the plane using a curve path
*Creating the Killer Demo Reel- Contains a basic and polished version
*Cinematic trailer created with all the book's models
* All meshes and texture maps of final models
"In the constantly changing world of 3D game development, this is the best book yet for anyone looking to get into 3D modeling for the gaming insdustry. Maya for Games
is like having a game artist sitting right next to you!" --Sky Kensok, Partner and Founder, WXP, Inc.
"Whether you are a novice or veteran artist in the industry, Maya for Games comprises tricks and technniques that are certain to improve your workflow." --Duane Molitor, Microsoft Games Studio
"This is a great '3D Artist Bible' and an awesome reference for learning and retaining the intricacies of Maya's robust tools!" --Tim Toulouse, QA Lead, Microsoft Game Studios
"Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: 'Image Based Modeling' where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels." -gfxworld.com