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3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I: 1 Paperback – 22 Jul 2011

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Product details

  • Paperback: 480 pages
  • Publisher: Focal Press; 2 edition (22 July 2011)
  • Language: English
  • ISBN-10: 0240815823
  • ISBN-13: 978-0240815824
  • Product Dimensions: 2.5 x 17.8 x 23.5 cm
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (7 customer reviews)
  • Amazon Bestsellers Rank: 274,474 in Books (See Top 100 in Books)
  • See Complete Table of Contents

More About the Author

I started in the games industry in 1992 as a junior artist for Digital Image Design. They came to my college and after seeing my graphic design work, offered me a summer job making games.

I jumped at the chance and without any portfolio or experience at all, and started training on my first game. I progressed to Senior Artist developing flight simulators and military training systems until the studio was bought by Infogrammes around 1998.

I became Lead Artist when Infogrammes sold the studio to Rage, I then left, and then became Art Director at a small start-up called Lightning Interactive. I switched again to join my old friends from Digital Image Design at Evolution Studios.

I progressed through the ranks again at Evolution studios becoming Art Manager on some of the later World Rally Championship games on PlayStation 2 and then to Producer/Outsource Manager. I went on to be Senior Development Manager at Sony Computer Entertainment Europe and delivered 3 titles in the MotorStorm series on PlayStation 3 including MotorStorm, MotorStorm: Pacific Rift and the newly announced MotorStorm: Apocalypse - including all the downloadable content.

I now own and run The Pixel Bullies, which is an Outsource and Game Development studio in the North West of England.


I've written 3dsmax Modeling for Games (2008) Focal Press, and I edited Game Art Complete (2008) Focal Press. I also founded www.3d-for-games.com and www.3d-for-games.com/forum which has now grown into an extremely friendly and vibrant 3D community where everyone helps out with any 3D related issues and showcases their work.

Specific help and support is give to anyone who registers and logs in. I've also just completed the Max in Minutes and Maya in Minutes video tutorials for Focal Press, be sure to check them out to help you master the software in short bite-size videos. http://www.focalpress.com/eresources.aspx

I also give lots of readers the opportunity to work with me on new projects and get the valuable experience they need to get the job of their dreams.

I'm also currently the Executive Producer on a short animation called Mila - www.MilaFilm.com which is in the early stages of production.

If you're interested, here is the list of games I have helped to develop...
Robocop 3 (Amiga)
TFX (PC)
Inferno (PC)
EF2000 (PC)
F22 - Air Dominance Fighter (PC)
Total Air War (PC)
Wargasm (PC)
GTC Africa (PS2)
World Rally Championship (PS2)
WRC II Extreme (PS2)
WRC 3 (PS2)
WRC 4 (PS2)
WRC 5 - Rally Evolved (PS2)
MotorStorm (PS3)
Pursuit Force 2 (PS2)
MotorStorm: Pacific Rift (PS3)
Pacific Rift DLC (PS3)
MotorStorm Apocalypse (PS3)

Product Description

Review

"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK

"This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ

"An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe.

"For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd.

"This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments.  Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University

"Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com

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)

Inside This Book

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Customer Reviews

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Most Helpful Customer Reviews

4 of 4 people found the following review helpful By Matt on 5 Nov. 2011
Format: Paperback
I'd avoid buying this book if you want things explained to you in detail. The majority of each chapter is basically set out step by step but the trouble is there's no explanation to a lot of things. You tend to be sat reading through it and you start to think "well, WHY? did you do that?". The reference images are not much help either because they jump to far ahead rather than showing it in small steps what is to be done. I'd rather stick with internet tutorials that are free and usually offer a comments section where people can query something.
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2 of 2 people found the following review helpful By Pete on 26 April 2013
Format: Paperback Verified Purchase
First off, there IS stuff missing and this is clearly a book that's aimed at people who know the absolute basics of 3DS Max.

Never used 3DS Max before? Go follow some tutorials on YouTube or 3D-sphere.com and check back when you're comfortable with the interface and hotkeys.

Secondly, the people saying "the website doesn't work" - check here:
[...]
(First result off Google.)
The missing files can be downloaded off their forums.

If you have a problem with any of the steps/instructions in the book... chances are, someone on their forums has had the same problems too and has posted about it.

TL;DR The forums will save you a lot of headaches.

It's not a cheap book, but there's some good tutorials + information in there... if you're willing to give it time.
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2 of 2 people found the following review helpful By Kir on 21 Jan. 2013
Format: Paperback Verified Purchase
Had to hunt around for the files to download. I registered for the website weeks ago. Nothing. Sent two emails asking when will they authorise my new account for the website. Nothing.

The book is for intermediate, not beginners like myself. They skip over so much in even the opening tutorials that I have given up now, and am just going to go the the official 3ds Max channel on Youtube and just go through all of their tutorials.

I'm sure the book is beneficial, especially to the people who bought the older version, with a DVD, and who can join the website. But for me, very disappointed.

Avoid.
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1 of 1 people found the following review helpful By W. Adlani on 23 Nov. 2011
Format: Paperback Verified Purchase
I felt some details were remiss but if followed from cover-to-cover, by each tutorial one will have developed enough understanding to fill in most details in future.

You'll get plenty of insight of how things work and how one should approach creating assets, etc.
Beginning with a basic tutorial, leading onto more advanced techniques such as normal mapping;
by the end you should feel entirely more confident to attempt your own endeavours. Mind you, since it is a book, it lacks the nuances that only a video tutorial can illuminate.

Either way, recommended for novices and elites (transfering or focusing their skill in an established manner, elites know that there are almost inifinite ways to achieve the same things from bad to excellent, from my experience, the book's techniques are excellent).

Good book, good supporting material (although my 3DS max 2010 could not open the given files so be warned).

Well written, clear and as concise as a possible.
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