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3ds Max Basics for Modeling Video Game Assets, Volume 2: Model
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3ds Max Basics for Modeling Video Game Assets, Volume 2: Model in Vernon, BC
By None
Current price: $187.95

Coles
3ds Max Basics for Modeling Video Game Assets, Volume 2: Model in Vernon, BC
By None
Current price: $187.95
Loading Inventory...
Size: Hardcover
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3ds Max Basics for Modeling Video Game Assets, Volume Two builds on the foundational skills introduced in Volume One, guiding readers into the creation of fully realized 3D characters for video games. Written by veteran instructor and industry artist Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max. Through a structured, step-by-step process, readers create characters designed for the medieval castle environment developed in Volume One. Characters are rigged using the Character Animation Toolkit (CAT), skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment. The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipeline-guiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel. While instruction is presented using 3ds Max, the principles and workflows are transferable to other major 3D modeling and animation platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com-a dedicated hub for both students and instructors. Ideal for:
Game design, animation, and character development courses
High school, college, and university programs
Self-paced learners and creative technology classrooms
Key Features:
Step-by-step introduction to character modeling, rigging, and animation
Gradual progression of rigging concepts including linking, IK, FK, skin deformation, and vertex weighting
Proven curriculum developed through teaching over 1,000 video game students
Includes project files and instructions for exporting characters into Unity
This Edition Includes:
Integrated character pipeline from modeling to in-engine implementation
Practical animation exercises using game-ready movement cycles
Reinforced learning through repetition and milestone-based projects
3ds Max Basics for Modeling Video Game Assets, Volume Two builds on the foundational skills introduced in Volume One, guiding readers into the creation of fully realized 3D characters for video games. Written by veteran instructor and industry artist Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max. Through a structured, step-by-step process, readers create characters designed for the medieval castle environment developed in Volume One. Characters are rigged using the Character Animation Toolkit (CAT), skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment. The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipeline-guiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel. While instruction is presented using 3ds Max, the principles and workflows are transferable to other major 3D modeling and animation platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com-a dedicated hub for both students and instructors. Ideal for:
Game design, animation, and character development courses
High school, college, and university programs
Self-paced learners and creative technology classrooms
Key Features:
Step-by-step introduction to character modeling, rigging, and animation
Gradual progression of rigging concepts including linking, IK, FK, skin deformation, and vertex weighting
Proven curriculum developed through teaching over 1,000 video game students
Includes project files and instructions for exporting characters into Unity
This Edition Includes:
Integrated character pipeline from modeling to in-engine implementation
Practical animation exercises using game-ready movement cycles
Reinforced learning through repetition and milestone-based projects



















