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Game Modeling Using Low Polygon Techniques (Charles River Media Graphics) 1st Edition
- ISBN-101584500557
- ISBN-13978-1584500551
- Edition1st
- PublisherCharles River Media
- Publication dateAugust 22, 2001
- LanguageEnglish
- Dimensions7.5 x 1 x 9.5 inches
- Print length353 pages
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About the Author
Walker is a computer game artist, comic book illustrator, and instructor. He attends the exclusive Joe Kubert School of Cartoon and Graphic Arts Inc. in New Jersey, and works for Ensemble Studios where he helped design and create the award-winning games.
Product details
- Publisher : Charles River Media; 1st edition (August 22, 2001)
- Language : English
- Paperback : 353 pages
- ISBN-10 : 1584500557
- ISBN-13 : 978-1584500551
- Item Weight : 1.5 pounds
- Dimensions : 7.5 x 1 x 9.5 inches
- Best Sellers Rank: #6,470,363 in Books (See Top 100 in Books)
- #2,762 in Computer Graphics
- #4,131 in Game Programming
- #15,804 in Job Hunting & Career Guides
- Customer Reviews:
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Essentially, the authors have the reader trace each 3d character's profile with splines and extrude. The model is then mirrored as an instance. The flat side is rescaled, [were not good]in and divided while in mesh mode. The new Geometry created with the divide tool is moved to round out the model. Finally the instanced half is made unique and welded to it's companion.
Some body parts are made seperately and attached later, using the above techniques.
That's most of the book!
This isn't really modeling in my opinion, just a quickie rig...
I was shocked at the bad quality of writing, the authors appeared to be trying to BS their way through and were doing a bad job of it. Paul Steeds "modeling a character in 3ds max" is a far better book.
But both books leave out edge loop modeling which allows clean subdivison of surfaces: no distortion in smoothing.
A 3D modeling student would learn much more reading Max tutorials (available free on the web) than buying this book. I would not recommend it!
The book takes you through the creation of a wide range of models, including a barbarian, a female marine, a couple of cartoonish characters, a horse, several vehicles, and a weapon. For each model, you are shown the step-by-step details at every phase of creation, including creating the concept art, turning the concept art into a base model, sculpting the model to it's final form, creating a UV map, and then texturing. Lots of screenshots are included (they take up about half of the book) making it easy to follow along.
Although the book is definitely useful to someone just starting out in modeling, it seems a little light on content. The fact that so many different models are used - some of which are similar to each other - means that a lot of the information is repeated. I would have preferred fewer models with unique attributes, and more space spent on different methods or tips and tricks.
Overall, though, I was happy with the book. If you're just getting started in game modeling, and want to see a lot of detailed examples of model creation, this book is definitely worth a look.