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All rights reserved.  \nNo part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher.  \nPermissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: (􀀂44) 1865 843830, fax: (􀀂44) 1865 853333, [E-mail: permissions@elsevier.com.You may also](E-mail: permissions@elsevier.com.You may also) complete your request online via the  \nElsevier homepage ([http://elsevier.com](http://elsevier.com)), by selecting “Support & Contact” then“Copyright and Permission” and then “Obtaining Permissions.”  \nRecognizing the importance of preserving what has been written, Elsevier prints its books on acid-free paper whenever possible.  \nLibrary of Congress Cataloging-in-Publication Data  \nGahan,Andrew.  \n3ds Max modeling for games : insider’s guide to game character, vehicle, and environment modeling / Andrew Gahan. [p. cm](p. cm).  \nIncludes index.  \nISBN 978-0-240-81061-4 (pbk. : alk. paper) 1. Computer animation. 2. Computer graphics. 3. 3ds max (Computer ﬁle)  \n4. Computer games—Design. I.Title.  \nTR897 .7. G32 2008 006.6 􀀃 96—dc22  \n2008024133  \nBritish Library Cataloguing-in-Publication Data  \nA catalogue record for this book is available from the British Library.  \nISBN: 978-0-240-81061-4  \nFor information on all Focal Press publications visit our website [at www.books.elsevier.com](at www.books.elsevier.com)  \nTypeset by Charon Tec Ltd., A Macmillan Company. ([www.macmillansolutions.com](www.macmillansolutions.com)) 08 09 10 11 12 5 4 3 2 1  \nPrinted in Canada  \nTo Lisa and Robert  \nThis page intentionally left blank  \nContents  \nDedication v  \nAcknowledgments ix  \nIntroduction xi  \nChapter 1 Low-Poly Asset 1 (Cardboard Box) 1 Chapter 2 Low-Poly Asset 2 (Oil Drum) 17  \nChapter 3 Creating Texture Maps from Photographs 35  \nChapter 4 Normal Mapping 53  \nChapter 5 Creating Complex Objects from Primitives 71  \nChapter 6 Low-Poly Vehicle 91  \nChapter 7 High and Low Poly Characters 161  \nChapter 8 Mid-Poly Environment 265  \nChapter 9 Portfolio and Interview 289  \nGallery 299  \nIndex 305  \nThis page intentionally left blank  \nAcknowledgments  \nThanks to:  \nLaura, Chris, and Georgia and Monica at Focal Press.  \nDave Wilson, for being the catalyst to write.  \nMatt Southern, for introducing me to Laura and getting this started.  \nThe guest writers: Dave Wilson, Dave Grifﬁths, and Tom Painter.  \nMike Engstrom ([http://www.engy.org](http://www.engy.org)), Simon Nuttall ([http://www.iconized.com](http://www.iconized.com)), Colin Murphy ([http://](http://)  \n[www.lruce.planetunreal.gamespy.com](www.lruce.planetunreal.gamespy.com)), David Milton, Brook Banham ([http://www.middlecott.com](http://www.middlecott.com)), and Andrej Svoboda, for the gallery images and all their help.  \nEveryone at UVLayout ([http://www.uvlayout.com](http://www.uvlayout.com)).  \nBen Cloward, for the use of the shaders ([http://www.bencloward.com](http://www.bencloward.com)).  \nRyan Clark at Crazy Bump ([http://www.crazybump.com](http://www.crazybump.com)).  \nAlex Figini for the character concept.  \nRachel Norton for the warehouse scene concepts.  \nEveryone at Autodesk, especially Caroline ([http://www.autodesk.com](http://www.autodesk.com)).  \nAnd a special thank you to everyone else who helped me along the way by reviewing the chapters and correcting my","cbCairyURBsz7qIf","https://ap.wps.com/l/cbCairyURBsz7qIf","pdf",32317381,337,"English","# Dedication\n# Acknowledgments\n# Introduction\n# Chapter 1 Low-Poly Asset 1 (Cardboard Box)\n# Chapter 2 Low-Poly Asset 2 (Oil Drum)\n# Chapter 3 Creating Texture Maps from Photographs\n# Chapter 4 Normal Mapping\n# Chapter 5 Creating Complex Objects from Primitives\n# Chapter 6 Low-Poly Vehicle\n# Chapter 7 High and Low Poly Characters\n# Chapter 8 Mid-Poly Environment\n# Chapter 9 Portfolio and Interview\n# Gallery\n# Index","[{\"question\":\"What modeling levels are covered in the book?\",\"answer\":\"The contents include low-poly assets, a mid-poly environment, and high/low poly character workflows. This structure supports choosing the right detail level for different game use cases.\"},{\"question\":\"How does the book approach textures and surface detail?\",\"answer\":\"It includes a chapter on creating texture maps from photographs and a separate chapter on normal mapping, outlining common techniques to add realism efficiently.\"},{\"question\":\"What topics are covered besides modeling?\",\"answer\":\"Beyond modeling, the book includes guidance on portfolio and interview preparation, and it provides a gallery and index for additional reference.\"}]","3ds Max Modeling for Games - Insider’s Guide to Game Character, Vehicle, and Environment Modeling | PDF",1791942357,118]