Read e-book online 3D Automotive Modeling. An Insider's Guide to 3D Car PDF

By Andrew Gahan

ISBN-10: 0240814282

ISBN-13: 9780240814285

Master ideas from best car designers and world-class video game builders with this insider's consultant to designing and modeling 3D autos. With suggestions proven in 3ds Max, Maya, XSI, and Photoshop, 3D car Modeling starts off with an exquisite sequence of sizzling idea designs and keeps via delivering a whole hands-on modeling educational for every. a few of the absolute best designers and modelers from around the globe take you thru their tactics step by step, supplying you with the guidelines, tips, and short-cuts that real pros use.

3D car Modeling positive aspects tutorials from Honda, Toyota, and Mercedes-Benz designers, in addition to modelers from Sony desktop leisure, Lucas Arts, and Simbin-artists who've labored on the various greatest video games within the undefined, together with the MotorStorm series.  

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Additional info for 3D Automotive Modeling. An Insider's Guide to 3D Car Modeling and Design for Games and Film

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64 need to assign the checkerboard pattern to the car, as we will need it for checking the proportions of the sides and for rotating the UV islands. UV Unwrapping Step 64 Assign the checker pattern with 10 3 10 tiling to the car and apply an Unwrap UVW modifier. Inside the Unwrap UVW modifier we can start to arrange the UVs. At this point we just want to make sure that none of the UVs is overlapping each other. 65 Step 65 We need to start off by selecting the relatively flat parts of the car, like the roof, the side of the car, the hood, and the doors.

FFD 3x3x3 is going to give us enough control as we only need to push the top part inward a little. If you’ve not used this before, this can be found in the Modifier List. Just select it and adjust the Control Points to adjust the shape of the vehicle. 23 The side cooling intake can now be started in the same way in which we started the windows, by cutting in the required shape using Cut and adjusting the vertices to match the concept. 24 Step 24 To make the inner rear arch area, hold down the Shift key and use Scale to Scale to copy the faces.

Inside the Unwrap UVW modifier we can start to arrange the UVs. At this point we just want to make sure that none of the UVs is overlapping each other. 65 Step 65 We need to start off by selecting the relatively flat parts of the car, like the roof, the side of the car, the hood, and the doors. Don’t worry about getting everything perfect to begin with, as we can make finer adjustments when everything is laid out. 64 Modeling the Chicago-Styled Hot Rod For now we are just trying to work out which parts can stay together and which need to be split due to distortion in the texture.

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3D Automotive Modeling. An Insider's Guide to 3D Car Modeling and Design for Games and Film by Andrew Gahan


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