3D Automotive Modeling: An Insider's Guide to 3D Car Modeling and Design for Games and Film Paperback – 6 Dec 2010
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"With 18 years in the gaming industry, and a key player behind the MotorStorm videogame series, Gahan is more than qualified to give direction - as are the seven guest writers who also feature. But while you're guided by some of the industry's masters, throught the 12 chapters. the reader is very much the one in the driving seat so be prepared for some hard work!"--3D Artists Magazine
"Master techniques from top automotive designers and world-class game developers with this insider's guide to designing and modeling 3D vehicles. With techniques demonstrated in 3ds Max, Maya, XSI, and Photoshop, 3D Automotive Modeling starts with a fantastic series of hot concept designs and continues by offering a full hands-on modeling tutorial for each. Some of the very best designers and modelers from across the globe take you through their processes step-by-step, giving you the tips, tricks, and short-cuts that true professionals use. 3D Automotive Modeling features tutorials from Honda, Toyota, and Mercedes-Benz designers, as well as modelers from Sony Computer Entertainment, Lucas Arts, and Simbin-artists who have worked on some of the biggest games in the industry, including the MotorStorm series."--CarBodyDesign.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)
Top customer reviews
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The book features Max, Maya XSI & Photoshop during the tutorials, but because of this more general approach to taking the reader along on the workflow of the authors, I found that I could easily follow along even though I was using a different 3D package (Cinema 4D).
This mention of authors brings me to one of the best things about this publication. Andrew Gahan has bought together 8 experts from the field of automotive modelling to put the book together. This means you really get to see how different professionals in this field tackle similar problems and as a reader this is great, as everyone tends to do things slightly differently.
For each project you are taken from design concept stage through to finished 3D model, which for me was an unexpected bonus as I was just expecting the book to focus on modelling. Having the designers take you through the thought processes was both illuminating and inspiring.
In addition to this there is a section that deals with introducing CAD to the workflow and also a fascinating chapter on modelling a truck in a photogrammetric pipeline.
I'd recommend this book to anyone who works, or is interested in working, within a vehicle modelling team. Car designers will get just as much from this book as modellers as it will help them understand how to pass on the designs to the modellers to get the best results.
Gahan has put together a fantastic book that was sorely needed, and I believe in the future will be regarded as the definitive reference on the subject for anyone who wants to break into this industry.
Most helpful customer reviews on Amazon.com
The book served its needs for me and was a quick book to really get through. I enjoyed the images inside the book which helped me understand how certain changes were accomplished and can't really fault the book for much. As other reviewers did mention, however, I'm sure if you scour the internet you can find most of the techniques used inside the book but I'd personally prefer having all these exercises in hand and not needing to learn through online tutorials so it worked best for me.
I'd suggest adding this book to your collection if you have at least the basics down in terms of modeling and you really want to get some experience moving into automotive modeling.
I would've liked some discussion on the key differences, technical limitations, strategies, and solutions used for modeling vehicles for real-time, on-the-fly rendering in games and console platforms vs. modeling for film. Aside from the credentials of the authors and "modeling for games" in the book's title, the authors do not discuss any game-related topics and how modeling for games differs from modeling for other uses, like pre-rendered animations. There is a glossy gallery showcasing some of the real-life cars made by the artists and I would've like at least a chapter on modeling a real car. The last 2 chapters (100 pages), however, is completely baffling and takes up almost 1/4 of the book. You'll learn how to model an ugly walker-type "Mobile Suit", which is not even a car.
Overall, a good book for those looking to learn vehicle design. The primary concern here is on imagination and fanciful car concepts, not necessarily realism. Like almost all of Focal Press's book, it is filled with large and detailed color screenshots. To see if this book is right for you, you can use Amazon's "Search Inside This Book" feature and look through the first 100 pages.
I grabbed a lot of insight from some of the various chapters (especially the ones on car design, where they talk about how he created the car in the cover).
They take you through from concept to modeling, and the cool thing is each tutorial uses a different 3d package (max / maya, etc).
The book encourages joining their forum and getting together with other fans and share your work (a very important concept).
All in all this is a pretty good book, gets into some detail without being incredibly boring. I think this book will work best for those who are interested in designing their own cars (not just model existing cars).
This is quite valuable, as it really breaks the process down (coming up with the design, the philosophy behind the design and more, a real nice task, especially when you look at the resumes of these talented authors).