1st Edition

Game Character Modeling and Animation with 3ds Max

By Yancey Clinton Copyright 2008
    360 Pages
    by Routledge

    360 Pages
    by Routledge

    This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.

    Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
    1. 3D modeling, including techniques specifically for both the body and head.
    2. Unwrapping a model, which is one of the most misunderstood processes.
    3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
    4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
    5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.

    But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

    Why make a real-time character?
    What it takes to make real-time character?
    Software
    Hardware
    Time

    What is a 3d real-time character made of?
    Model
    Texture
    Skeleton
    Animations

    What this book will teach you and include
    How to do all of the above
    Samples of the above

    Chapter 1 3D Character modeling
    Character design, before you begin modeling
    The model sheet
    Setting up for 3d character modeling
    Where to start
    Building in pieces
    Body Building
    Tutorial
    Head Building (more than just low polly modeling)
    Tutorial
    Finalizing in preparation for unwrapping

    Chapter 2 Texture Mapping and the UVW Unwrap Modifier
    What is a texture map?
    Components of a complete texture map
    Diffuse
    Bump Map
    Normal Bump Map (max7)
    What is mapping?
    Spherical mapping
    Planer mapping
    Cylindrical mapping
    Box mapping
    What is UVW Unwrap?
    Why Unwrap?
    Why the checker map?
    Unwrapping the Body
    Tutorial
    Unwrapping the Head
    Tutorial
    Preparation for Painting

    Chapter 3 - Painting the texture
    Painting in Photoshop CS, tools
    Editing your Unwrap snapshot, layers, crop
    Painting Faces
    Painting cloths
    File types

    Chapter 4 - Rigging
    One small fix for the model before rigging (UT2004fix)
    Introduction to Character Studio
    Biped
    Figure mode
    Sizing the Armature
    Footstep mode
    Freeform mode
    Physique
    Adding Physique for Games
    Adding Physique for everyone else
    Editing the Physique modifier
    The Rig
    Tutorial
    Adding animation to your Biped
    The 68 animations for Unreal2004
    Changing animations (.BIP's)
    Exporting for UT2004


    Chapter 5 - Export/Import
    Using Actor-X
    Gathering assets
    Using Unreal Ed 3.0 to compile your character
    Tutorial
    Adding your character to the game
    Tutorial

    Chapter 6 - Editing Motion capture data with Character Studio
    Importing, key reduction, footprint extraction
    Conversion to freeform/footprint
    Editing, blending, layers, motion flow

    Afterword

    Biography

    Yancey Clinton is an internationally known Master of 3DS Max. Having taught 3ds before Max existed, back in the 'dark days' of DOS, he instructed thousands for new careers in the 3D arts. With his own freelance production company and over 15 years experience in 3D production, Yancey has worked on all different kinds 3D related projects, mostly for video games, print, and production. As one of the few Discreet Certified Instructor of 3ds Max, and an Adobe Certified Trainer, Yancey brings his rich background of production and instructional experience to the DMA programs. He lives in San Francisco.