By David Franson
Low poly modeling is definitely a strategy that warrants dialogue. regrettably, this publication glazes over the various vital steps that readers want/need to grasp in taking the method from begin to end. a number of the recommendations proven turn out worthwhile, however the total insurance of the topic left me short of for extra. there has been an excessive amount of 'hey...how'd you do that?' and never sufficient 'here's the way you do that'. a ways too many steps disregarded. If money's tight...I'd most likely retain having a look.
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Additional info for Game Character Design Complete: Using 3ds Max 8 and Adobe Photoshop CS2
The normal map is a red-, green-, and blue-shaded image that dictates how the faces of a model should be lit. The program looks at the colors on the map and interprets them as a height map, where individual pixels on the map represent vectors. The red, green, and 13 blue values of the normal map are respectively interpolated as X-, Y-, and Z-coordinate values for individual normals. The software then illuminates the faces of a model according to the values of these normals. This process might seem complex, but it really isn’t.
The high polygon count there ensures that this area will deform properly (that is, no kinks will occur) when animated. 20 Create shoulder pads on the armor by pulling edges or vertices at the top of the armor where the arms will begin. 21 From the armor, create small polygons around the inside of the arm and armpit region. A higher polygon count in this area is recommended for proper deformation during animation. 21, I extruded some polygons on the front of the armor to simulate snaps or buckles where the armor shells come together.
Then uncheck Show Frozen in Gray. Click OK, and repeat for the other two planes. If you need to unfreeze these planes at any time, just click on the Display panel, and in the Freeze section, select Unfreeze by Name. max file located on the book’s CD-ROM in the Chapter 2 folder. tga tells 3ds Max what portions of the texture should be transparent. These are the 100 percent black areas in the channel as viewed in Photoshop. tga. This completes your modeling studio. Summary At this point, your Max modeling environment should be properly set up and allow you to begin modeling in the next chapter.