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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I Paperback – Aug 13 2008


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Product Details

  • Paperback: 336 pages
  • Publisher: Focal Press; 1 edition (Aug. 13 2008)
  • Language: English
  • ISBN-10: 0240810619
  • ISBN-13: 978-0240810614
  • Product Dimensions: 23.1 x 18.8 x 2.3 cm
  • Shipping Weight: 612 g
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: #592,921 in Books (See Top 100 in Books)
  • See Complete Table of Contents

Product Description

About the Author

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)
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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1 of 1 people found the following review helpful By Stan on April 14 2009
Format: Paperback
The book's author believes in "learn by doing" method of learning, which is generally a great approach. Each chapter is a step-by-step tutorial in which you create a game asset. The steps are very clearly described with many screen captures and are easy to follow.

Unfortunately, to actually learn something from the work you're doing, you have to have some background as to why you're performing the steps you are given. Other than some rudimentary tips (low poly assets should not have too many polys, keep your texture sizes a power of two...), the rest of the instructions are generally "point and click here". You get very little insight into the author's thought process and motivation for certain non-obvious steps. As such, it's pretty boring book to go through.

The book earns 3 stars for some insider insights into the game modeling world that you can't easily find elsewhere, and for the general quality of presentation. If you don't want to spend the bucks, though, you can find free tutorials online that are only slightly lower in quality.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 27 reviews
12 of 15 people found the following review helpful
Excellent!!!! Sept. 22 2008
By C. M. Potter - Published on Amazon.com
Format: Paperback
I've played around with 3ds max for a few years but never really got to grips with it until now.

3ds Max Modelling for Games has taught me more in a month than every other book and DVD I've wasted my money on all together.

The book is extremely simple to begin with, taking you through modelling a box, step by step.

Now I thought that this was a joke initially until I realised that the tutorial was not about modelling a box, but about setting 3ds max up properly with automatic backups, units, scale and the core principles of mapping and unwrapping textures. It even shows how to get a great looking render out of the simplest of models - something I had struggled with in the past.

The book moves on teaching more complex modelling techniques, more complex mapping and even how to take your own photographs and turn them into great looking texture maps - I didn't expect a number of great Photoshop lessons in a 3ds Max book.

Again the tutorials get more complex and cover normal mapping, dirt maps, ambient occlusion, scratch maps, specular maps, and complex lighting and rendering.

But the best thing about the book is that all of the tutorials grow all fit together as pieces of the final finished scene which is an abandoned warehouse. The models, the vehicle, the character - everything all fits together to make a scene with lots of rendering advice to put a good portfolio together.

Finally the book ends with some of the best advice I've ever seen on putting a portfolio together and how to act in an interview.

I haven't been able to put this book down since I got hold of it and I'm now looking forward to the massive character modelling tutorial.

5 stars from me.

p.s. The book has an accompanying website with extra content promised too.
8 of 10 people found the following review helpful
Good, Bit a little Vague for beginners Dec 23 2008
By Jake Suhoversnik - Published on Amazon.com
Format: Paperback
I'm new to the whole 3ds Max modeling scene, and I was looking for a book that applied to my interests and goals, and this book does that for sure!

As previous reviews have said, what the author has you do has a purpose in the grand scheme of things, so you aren't just doing little filler throw away pieces. The book is a good length, and the included DVD is nice as it includes the files from each chapter as well as the materials used, and some extra materials so you have something to work on after you finish the book.

As my title says though in terms of beginners, its a little vague. The author tells you the steps, but isn't always really clear on where to go. Mostly this just applies to things like, "now apply (this)" and I was left sitting at the window looking around for where the appropriate button was. Although if your persistent and keep with it, he tells you most of it, but leaves a little for you to find out. I'm not sure if it was intentional, but by the way he leads you through the rest of the processes I sure don't think so.

All in all, Great book, just be prepared to do some digging around the interface and the overall basics while or before reading.
6 of 8 people found the following review helpful
One of the best 3DS Max books yet Dec 17 2008
By Pixelmover - Published on Amazon.com
Format: Paperback Verified Purchase
I have been in the game industry using 3DS max for over 9 years, and have bought many books on the subject. This one does the best job at not only covering the most essential techniques and tools, but emphasizes planning and working smart.

Even though it is geared more for the less experienced, I found many valuable tips and processes that would benfit many senior level people. Added bonuses are the coverage of third party software like "UV Layout", and how to prepare for interviews. This book is a must have.
5 of 7 people found the following review helpful
credible skill set, but shallow teaching methods Feb. 6 2010
By Ross O. Olinger - Published on Amazon.com
Format: Paperback Verified Purchase
when most of us buy a tutorial book, we expect that the author will first, as all ways, build us a support frame for us to learn by. now, in this book i certainly got around to finishing the tutorials, but what this book lacks is a solid teaching foundation that sets you up for long term success. respectively, this book has good tips and tricks that you could actually just look up on the internet if you wanted to. so all in all, i think that this book really didn't cut it for me, and i was slightly disappointed by the lack of structural understanding that i believe is needed to truly learn the art and skill of CG design.
1 of 1 people found the following review helpful
Fantastic! Nov. 17 2008
By CarolineK - Published on Amazon.com
Format: Paperback
This book was exactly what I was looking for. I could'nt put it down.

Tutorial after tutorial of information relevant to today's industry.

There's everythig from creating and placing textures onto simple objects,

to the more advanced character tutorial which goes into fine detail.

Definatley worth the investment if you are interested in creating game

content.

It's Got my vote.


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