- Taschenbuch: 362 Seiten
- Verlag: Taylor & Francis Ltd (23. Dezember 2011)
- Sprache: Englisch
- ISBN-10: 0240816064
- ISBN-13: 978-0240816067
- Größe und/oder Gewicht: 18,4 x 1,9 x 23,5 cm
- Durchschnittliche Kundenbewertung: Schreiben Sie die erste Bewertung
- Amazon Bestseller-Rang: Nr. 426.576 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
- Komplettes Inhaltsverzeichnis ansehen
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3ds Max Modeling for Games: Volume II: Insider S Guide to Stylized Modeling: 2 (Englisch) Taschenbuch – 23. Dezember 2011
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Über den Autor und weitere Mitwirkende
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins).During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry.Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course.Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan.Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm.Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)
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What would you expect from such a title? I can tell you that I expected:
1) That it is 3DS Max specific
2) That it is about modeling
3) That it primarily focuses on STYLIZED modeling (AKA Pixar like as it indicates in the summary)
This book meets only the second criteria; it is actually about modeling. It completely fails to meet the criteria about being 3ds Max centric and has very little about stylized modeling.
This book is NOT 3DS Max specific at all. Of the 356 pages of content, only 81 pages are 3ds Max specific (the first five chapters). My calculator indicates that this works out to only 23 percent of the book! And yet the words "3ds Max" are the first words in the title.
What makes up the remaining 77 percent of the book? Tutorials on Maya and Z-Brush. To the author's credit, the Z-Brush tutorial is about creating a stylized character (24 pages), although NOTHING like a character you might see in PIXAR film. The Maya tutorials are an intro to modeling in Maya and then how to model a robot.
Not only is a measly 23 percent of the content dedicated to Max-specific content, none of the 3DS Max content has anything to do with stylized modeling; it shows how to create trees, bushes and vegetation. Based on the title and the summary I was expecting lessons on how to create stylized characters; or stylized something.
Neither the title nor the summary are forthcoming about what this book actually consists of. Now if you are looking for a few chapters on how to create realistic vegetation in 3DS Max, this book has beautiful color images and appears to contain excellent learning material in that area. But that is a steep price to pay for a few brief tutorials. The publisher and/or the author did a great disservice to prospective buyers with this title, and are downright deceptive.
These books are way to expensive to be led-on by false promises, deceptive titles and summaries. I am sending this back to Amazon for a refund.
The style of instruction is detailed and the accompanying images as well as figures match the text that you are never lost and your momentum is never broken. You build the models with just the right images, details and advice.
But while this may seem like a blanket generalization common to excellent 3d books, what makes this book really stand out is how it shows the content you will hardly find elsewhere, plus related important lessons you will not have to find elsewhere, including what I can only describe as insider information and methodologies that can only come from somebody with not only deep knowledge of the gaming, animation and the general 3D industey but someone who still works in it and has a very keen sense of what the latest technology and tools are available at your disposal to produce cutting edge work-- the way seasoned professionals do it, and then readily shows you exactly how it's done.
This time it IS different in that the workflows and actual pre-modeling as well as planning and related relevent work is shown, in the way gaming studios do it and showing a depth in the topics you will not find elsewhere.
For example, apart from the chapters on modeling and game mechanics and methods, it includes such gems as how to plan your projects, how make the actual plans, briefs, sketches, concept art, mood boards, and LODs (level of detail) implementation, among many others. Some are the stuff that may seem like they belong in other books you may not care to buy, while some are just specially available in this book, coalescing around the concept of 3D modeling for games. It also provides coverage on 3ds Max's strong new features like graphite modeling tools as well as the vaunted Nitrous accelerated graphics.
The theme focuses on building models of a boy, his robot, and many environmental elements, including props and vegetation. The idea is in making a bit of a departure from the usual realistic modeling style to what is also a very popular (but not often addressed) artful, playful characters like you'll find in many games and films such thise in the styles of Pixar and Dreamworks.
There are two key caveats about this book, however. The first is that it is not for the absolute beginner. There are a lot of other books for that, and this is meant to address that great need for information beyond the basics. (That being said, the author still adds enough of the basics anyway so no one gets lost. Talk about commitment.)
The second caveat, and something many may cry afoul about, is that in this volume, the author provides the key tools available and relevant in the "here and now," and this may make the title seem a bit misleading to some, because this volume actually has more pages devoted to Autodesk MAYA and zBrush than it has for (also Autodesk's own) 3ds Max!
But do not be surprised, or fooled into thinking this is wrong because it actually fits perfectly and is absolutely appropriate with how Maya has grown to such heights that it has moved not only from the realm of finding its strongest use in film but now also in conjunction with 3ds Max in the gaming industry as a key part of standard pipelines. And you will see why when you read the book.
What is actually happening here is that instead of focusing on what would have been the narrow confines of the subject (3ds Max)-- something that would have limited you to miss recent industry direction as well as in the real reasons for buying the book (3D modeling for games and key 3D lessons, instead of a primer on one particular software)-- the book gives you the clear, big picture.
This book and its accompanying first volume stand very well on their own, and you can also use it in conjunction with related Maya and Zbrush books from Eric Keller, Lee Lanier and Scott Spencer, and watch your level of awesome in the technical side of 3D skills match that bona fide pros.
I would have easily given this book 5 stars if it focused solely on core 3ds Max concepts. But it's like you get the integral chapters on Maya and zBrush for free, and I would have gladly given it six stars out of five.