509 Chapter 13 Making the RF-9 Plasma Gun Game-Ready with 3D Studio Max.. 511 Chapter 14 Making the Slogre Game-Ready with 3D Studio Max and Character Studio.. 583 Chapter 15 Bringing Yo
Trang 1TE AM
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Trang 2and 3D Modeling
for Game Artists
David Franson
Trang 3The Premier Press logo and related trade dress are trademarks of Premier Press, and may not
be used without written permission.
Publisher:Stacy L Hiquet
Marketing Manager: Heather Hurley
Acquisitions Editor:Emi Smith
Series Editor:André LaMothe
Project Editor:Estelle Manticas
Technical Reviewer:Lorenzo Phillips
Copy Editor: Kate Welsh
Interior Layout:Marian Hartsough
Cover Designer:Mike Tanamachi
Indexer: Sharon Shock
Proofreader:Sandy Doell
Acrobat, Reader, and Photoshop are trademarks of Adobe Systems Incorporated Discreet is a division
of Autodesk, Inc., 3d studio max, 3D Studio VIZ, character studio, fire, flame, flint, frost, inferno, Lightscape, smoke, stream, and wire are registered trademarks, and Discreet, 3ds max, backdraft, combustion, jobnet, and sparks are trademarks of Autodesk Inc./Discreet Logic Inc in the USA and/or other countries mental ray is a registered trademark of mental images GmbH & Co KG Vecta3D-MAX is a trademark of IdeaWorks3D, Ltd All other brand names, product names, or trade- marks belong to their respective holders (c) Copyright 2002 Autodesk, Inc All rights reserved All other trademarks are the property of their respective owners.
Important: Premier Press cannot provide software support Please contact the appropriate software
manufacturer’s technical support line or Web site for assistance.
Premier Press and the author have attempted throughout this book to distinguish proprietary marks from descriptive terms by following the capitalization style used by the manufacturer.
trade-Information contained in this book has been obtained by Premier Press from sources believed to be reliable However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information Readers should be particularly aware of the fact that the Internet is an ever-chang- ing entity Some facts may have changed since this book went to press.
ISBN: 1-931841-33-0
Library of Congress Catalog Card Number: 2001097576
Printed in the United States of America
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Premier Press, a division of Course Technology
2645 Erie Avenue, Suite 41 Cincinnati, Ohio 452081
Trang 4and supportive people in my life
I love you both!
Trang 5There were so many people involved with this book, I don’t know where to start.But here goes: The first and foremost thanks goes to André LaMothe His influ-ential presence got me into the game industry I actually flew out to California toattend the Game Developer’s Conference looking to have him sign my copy of his
Tricks of the Game Programming Gurus, but in seeking him out I instead found the
editors at Premier Press, who enticed me to become an author André is the SeriesEditor for Premier, a leader in the game industry, and a true genius Thanks, André.Thanks to Emi Smith, my acquisitions editor, who is one of the driving forces atPremier and is a friend at the same time To Kate Welsh, my copy editor and theEnglish master who made my text beautiful Next goes to Estelle Manticas, myProject Editor: thank you for your patience, for being a friend, and for being thesister I’ve never had Without you I’d be lazy and deadlines wouldn’t have beenmet! To Marian Hartsough, the layout designer — how exactly did you do it, putting
up with me while laying out over a thousand of my images? To Lorenzo Phillips, mytechnical editor, a knowledgeable and kind person, thank you so much
To Lars Ricaldi, for doing the sketches in my book — you truly have an artistic ent Now let’s meet at the next GDC for cryin’ out loud! Oh yeah — does this alsomean I have to send you a signed copy of my book??
tal-Thanks to the Caligari Corporation; these people influenced me to get deep intothe 3D modeling industry Particular thanks got to Roman Ormandy for develop-ing such a lovely product, to Bibiana Gasparik, and to Norm Fortier, for tech-sup-porting me to the end
On the other side of the globe in New Zealand, thank you Right Hemisphere, andMary Alice Krayecki (hey, cup of coffee at the GDC ‘03, remember?) Your software
is totally unreal; job so well done!
Next, thanks go out to Adobe — to Gwyn Weisberg, and to all of the people therefor your unbelievable software I think the whole world agrees!
Finally to Discreet, specifically Liz Tan and Peter Nguyen: thank you so much foryour help in allowing me to incorporate 3D Studio Max into my book I can’tbelieve how prompt and courteous you were!
Trang 6D AVID F RANSONhas been a professional in the field of networking, programming,and 2D and 3D computer graphics since 1990 In 2000, he resigned his position asInformation Technologies Director at one of the largest entertainment law firms inNew York City to pursue a full-time career in game development Between beingdistracted by flying remotely controlled airplanes and studying tae kwon do, artistryfor games has become the new passion in David’s life.
Trang 7Introduction xx
Part One
3D Modeling with trueSpace 11
Unwrapping the UVs with DeepUV 95
Gun with DeepUV 97
with DeepUV 149
Part Three
Unwrapping the UVs with DeepUV 183
with Photoshop 193
with Photoshop 395
Trang 8Chapter 11 Skinning the RF-9 Plasma Gun
with Deep Paint 3D and Photoshop 429
Chapter 12 Skinning the Slogre with Deep Paint 3D and Photoshop 475
Part Four Preparing Assets for Games with 3D Studio Max 509
Chapter 13 Making the RF-9 Plasma Gun Game-Ready with 3D Studio Max 511
Chapter 14 Making the Slogre Game-Ready with 3D Studio Max and Character Studio 535
Part Five Bringing It All Together 583
Chapter 15 Bringing Your Work into the Torque Game Engine 585
Postscript Finding Work as a Game Artist 593
Part Six Appendices 603
Appendix A A 3D Modeling Primer 605
Appendix B A 2D Graphics Primer 617
Appendix C Photoshop 6 Keyboard Shortcuts 631
Appendix D Glossary of 2D- and 3D-Related Terminology 639
Appendix E Related Web Sites and Links 657
Appendix F What’s on the CD-ROM? 669
Index 673
Trang 9Letter from the Series Editor xviii
Introduction xx
Chapter 1 The History of Game Graphics 1
The Birth of the Computer Game Artist 3
The Arcade Moves Back Home 4
The Personal Computer Blossoms 5
The Gaming Revolution 6
The Graphics Revolution 7
Third-Stage Booster 9
The New Millennium 10
The Future of Computer Games 10
Part One 3D Modeling with trueSpace 11
Chapter 2 Getting Ready to Model : Concept Art 13
Importance of Sketch Art 14
The Asset Process 15
The Making of Two Compound Assets 17
In My Mind’s Eye:The Slogre 17
The RF-9 Plasma Gun 20
The Final Objective 24
Trang 10Chapter 3 Modeling the RF-9 Plasma
Gun with trueSpace 6 25
An Overview 26
Setting Up the trueSpace 6 Environment 28
Changing the World and Object Units 28
Setting the Dynamic Rendering Mode 30
Texture Resolution 31
Keeping the Point Edit Tools Handy 31
Modeling Considerations 31
Modeling the RF-9 33
Step 1: Planning the Model’s Dimensions and Poly Count, and Creating a Reference Plane 34
Step 2: Build the Muzzle 37
Step 3: Build the Barrel 44
Step 4: Build the Grip 48
Step 5: Build the Hoops and Hose 53
Step 6: Optimize and Triangulate 58
Export the Model 63
Summary 64
Chapter 4 Modeling the Slogre Character with trueSpace 6 65
Modeling Pre-Considerations 68
Modeling the Slogre 69
Step 1: Build the Body 70
Step 2: Build the Leg 78
Step 3: Build the Arm 82
Step 4: Complete the Model (Well, Half of It) 88
Export the Mesh 93
Summary 93
Trang 11Part Two
Unwrapping the UVs with DeepUV 95
Chapter 5 U-V Mapping the RF-9 Plasma Gun with DeepUV 97
Installing the Software 99
Introduction to DeepUV 1.0 100
Example: Unwrap the Widget 101
Automatic Mapping 102
Manual Mapping: Isolate and Unfold 104
Mapping the RF-9 110
Preparing the Model for Texturing 110
Plan of Attack 115
Step 1: Unwrap the Grip and Trigger 117
Step 2: Unwrap the Rear Hoop 127
Step 3: Unwrap the Barrel 133
Step 4: Unwrap the Front Hoop and Hose 138
Step 5: Unwrap the Muzzle 140
Step 6: Pack the Map 143
Step 7: Update the U-Vs 145
Summary 147
Chapter 6 U-V Mapping the Slogre with DeepUV 149
Completing the Slogre Model in 3D Studio Max 5 151
Optimize the Mesh 152
Edit the Mesh 152
Clone and Attach 155
Add Some Tusks 157
Smooth Out the Bumps 158
Trang 12Unwrap the Slogre’s U-Vs 160
Step 1: Unwrap the Legs 160
Step 2: Unwrap the Arms 169
Step 3: Unwrap the Head and Body 175
Pack the Map 180
Update and View the Results in Max 180
Summary 182
Part Three Unwrapping the UVs with DeepUV 183
Chapter 7 Game Texturing 185
Introduction to Game Texturing 186
Types of Textures 186
Hand-Drawn Textures 187
Photo-Based Textures 188
Compositing Textures 189
Seamless Textures 190
Animated Textures 191
Summary 191
Chapter 8 Inorganic Texture Tutorials with Photoshop 193
Texture Creation 195
Brick Textures 196
Brick Procedure #1: From Scratch 197
Brick Procedure #2: From an Existing Image 203
Brick Procedure #3: A Quick Composite (Yeah, Right) 206
Cement Textures 219
Plain and Boring Cement 219
Not So Plain and Boring Cement 222
Trang 13Rock and Stone Textures 229
Mineral Rock 229
Granite 233
Sandstone 236
Hot Lava 243
Cold Lava 248
Marble 249
Asphalt 256
Stone Wall Set 264
Metal 277
Basic Metal 278
Shiny Metal 279
Metal from an Image 281
Rusted Metal 287
Diamond-Plated Metal 298
Peeling Paint on Metal 302
Metal Panels (and Spaceship Hulls) 306
Pipes,Wires, Rivets, and Screws 311
Wires 318
And the Rest 325
Wood 325
Glass 332
Decals 334
Chapter 9 Advanced Texturing Examples 353
Wood Crate with Explosives 354
A Quick Note on the Crate’s U-V Map 364
Medieval Castle/Haunted House Gate 365
High Tech 379
Time Counts 393
Summary 394
Trang 14Chapter 10 Organic Texture Tutorials
with Photoshop 395
Skin and Bones 396
Lizard/Dinosaur Skin 397
Rhinoceros Skin 400
Bone (Using Displacement Maps 402
Torn Flesh 406
Clothing 413
Camouflage 413
Wrinkles (Using Displacement Maps) 417
Planetary Textures 419
Earth 419
Dry Lake Bed 422
Water 425
Summary 427
Chapter 11 Skinning the RF-9 Plasma Gun with Deep Paint 3D and Photoshop 429
Identifying the RF-9 431
Thoughts on Texturing 434
Texturing Techniques You’ll Use 434
Texturing the RF-9 435
Step 1: Linking the U-V Map to Deep Paint 3D and Photoshop 435
Step 2:Texturing the Hoops 443
Step 3:Texturing the Bottom Hose 450
Step 4:Texturing the Grip and Trigger 453
Step 5:Texturing the Barrel 459
Step 6:Texturing the Muzzle 469
Trang 15Preparing the Map for 3D Studio Max 472
Summary 473
Chapter 12 Skinning the Slogre with Deep Paint 3D and Photoshop 475
Identifying the Slogre’s Body 477
Thoughts on Texturing 479
Texturing the Slogre 480
Step 1: Linking the U-V Map to Deep Paint 3D and Photoshop 480
Step 2:Texturing the Head 488
Step 3:Texturing the Arms, Legs, and Body 502
Step 4:Texturing the Feet and Hands 504
Step 5:Texturing the Cuffs 505
Clean Up 507
Preparing the Map for 3D Studio Max 507
Summary 508
Part Four Preparing Assets for Games with 3D Studio Max 509
Chapter 13 Making the RF-9 Plasma Gun Game-Ready with 3D Studio Max 511
Applying the Skin to the RF-9 513
Aligning the Pivot Point 515
Creating the Bounding Box 519
Adding and Manipulating Nodes 522
Embedding the Shape (for Torque Users) 524
Adding the Dummies 525
Trang 16Exporting the RF-9 for the Torque Game Engine 527
Viewing the Model in Torque 528
Adding Levels of Detail (LODs) 529
Viewing the New Level of Detail in Torque 533
Tips for Exporting to Other Game Engines 533
Summary 534
Chapter 14 Making the Slogre Game-Ready with 3D Studio Max and Character Studio 535
Applying the Skin to the Slogre 537
Scaling and Aligning the Pivot Point 540
Scale the Mesh 540
Set the Pivot Point 543
Some Final Mesh Adjustments 545
Creating the Bounding Box 548
Preview in Torque 550
Exporting the Model 552
Viewing the Model 553
Bones, Skeletal Weighting, and Animating with Character Studio 554
How Character Studio Works 555
Adding and Attaching a Biped 556
Weighting the Model 569
Adding and Manipulating Dummy Nodes 575
Linking the Nodes 578
Create a Root Pose 579
Exporting and Viewing the Slogre in Torque 579
Levels of Detail (LODs) 581
Last Note on Other Game Engines 582
Summary 582
Trang 17Part Five
Bringing It All Together 583
Chapter 15 Bringing Your Work into the Torque Game Engine 585
Playing Real Wars Using the Slogre and RF-9 586
Testing the Slogre 586
Locating the RF-9 Plasma Gun 587
Editing the World 588
Terrain Editor 588
Adding Other Objects 590
Texturing Buildings 590
Saving Your Modifications 592
The Last Word 592
Postscript Finding Work as a Game Artist 593
Getting a Job with a Game Company 594
Job Positions 596
Working on a Game-Development Team 599
Tools of the Trade 600
Working with Programmers 600
Postscript Finding Work as a Game Artist 593
Getting a Job with a Game Company 594
Job Positions 596
Working on a Game Development Team 599
Tools of the Trade 600
Working with Programmers 600
Trang 18Part Six Appendices 603
Appendix D Glossary of 2D- and 3D-Related Terminology 639
Trang 19Letter from the Series Editor
If you just picked this book up and are trying to decide whether it’scool, then let me tell you: it’s beyond cool In fact, there are words Iwould like to use to describe it that are illegal in most states, so I willrefrain
2D Artwork and 3D Modeling for Game Artists is the first book to really
bridge the gap between art and game design Most books about gameart are written by non-technical artists, or by non-engine programmers
We were lucky to find David, as he is a gifted artist and modeler and can
program as well I guarantee that there’s nothing like this book You’regoing to be blown away by the sheer amount of amazing material andgraphics in this book What’s more, this book includes step-by-stepannotated explanations of every single operation you will need to create2D art and 3D models for your games
The book starts out with a very cool historical review of game art; afterthat, it begins to show you how to storyboard an idea, something simple:
a plasma gun Then, step-by-step, every single detail of the design, art,and modeling of this weapon is detailed When you’re done with that,David takes you deeper and deeper into every single aspect of 2D artand 3D modeling for games The book is simply insane! Look at theTable of Contents right now — it’s just too good to be true: advancedtexturing, skinning, bones, character animation, advanced texturepreparation, putting everything together to create complete game readyassets with 3D Studio Max, and then dropping them into the TorqueEngine to see them run
Trang 20I am primarily a technical person, but I’m also an artist; I can draw, 3Dmodel, do sound, design, and write But when you see someone withDavid’s talent then you realize who the real artist is! This book really
rocks, and it can only improve your skill set Nowhere but in 2D Artwork
and 3D Modeling for Game Artists will you find such a complete treatise on
2D artwork and 3D modeling for games or interactive media
Sincerely,
André LaMotheSeries Editor, Premier Game Development Series
Trang 21Welcome to the wonderful world of graphic artistry and design for video
games! If you’re like me, you’ve taken a keen interest in learning how tocreate all of those cool graphics you’ve been seeing while perched behind your personal computer, Playstation, Nintendo, or Sega Well, that’s what this book is allabout
For the most part, the digital gaming art world encompasses a few primary gories: 2D texture and background creation, 3D modeling and animation, andlevel design We’ll be diving deep into the first two, then adding our hard-earnedwork to a live video game Level design, however, is subject for another bookentirely (don’t tempt me)! My intention with this book is to rev up your engine andget you saturated with many of the how-to’s of game artwork — with hopes that withyour natural creativity I’ll see your work in a hot game title in the future
cate-As a fairly creative person myself, I find it easy to quickly absorb artistic ideas thatget me going with tons of unique creations I don’t want this book to be anywherenear boring; rather, as you dig into each section I want you to feel that I’m givingyou some totally cool ideas But before you lay down a single pixel in your blank,eagerly awaiting image, you’ll need a heads-up on the required hardware and soft-ware you’ll need to have, and what you should be familiar with in order to accom-plish many of the tasks in this book On that note, read on, and I’ll make sure not
to conceal any secrets!
What You Need to Know
This book assumes one of the following:
■ You’re an aspiring video game artist with no graphical talent whatsoever
■ You have an aptitude for graphics and want to explore the field of videogame design
■ You have been creating computer graphics for a while but need directionwhen it comes to applying your talent in video games
Trang 22Either way, I hope that at the very least you have a solid knowledge of the MicrosoftWindows 95, 98, Me, XP, or NT/NT2000 operating system environment This bookrequires lots of Ctrl+clicking, Alt+clicking, dragging-and-dropping, and whatnot,along with critical file saves and retrievals, dialog box interaction, all the intermedi-ate functions of general Windows operation If your Windows skills are a little rusty,please pick up a refresher course to help keep up.
I’m going to assume, however, that you don’t know much at all about the programsdiscussed in this book Even so, I won’t spend too much time teaching you eachprogram in its entirety Instead, I’ll cover procedures and examples that will behelpful to you when it comes to game
design Besides, I believe the bestway to learn is by doing Don’t thinkyou’ll be wallowing around in easysoup all of the time, however; aseach section progresses, I’ll demon-strate more and more complex tech-niques That way, even if you arealready familiar with the programbeing discussed, you might be able
to pick up some tricks, tips, or niques that are new to you
tech-What You Need to Have
First and foremost, you must have a computer (d’oh!), an IBM-compatible runningWindows 95 or (preferably) better For graphics development with 3D Studio Max,which we’ll use in Part IV, “Preparing Assets for Games with 3D Studio Max,” it’sbetter to run NT2000 or higher for stability and its OpenGL environment I usually
do my work and play games on Windows 98, however
As far as the machine itself, of course I’d love to see you driving the Lamborghini
of all computers, but most game artists (like me) usually don’t have that kind ofbudget Nowadays computers are so darn good that for under $1,000 you can get aPentium 4, 2+ GHz with 512MB RAM, a 128MB video card, and 60GB hard disk
space For what you’ll be doing, that’s ample Consider this: For development, I
have a PIV-1.7GHz with a GeForce 3 card and 512MB of RAMBUS memory Thissystem does what I want, but will slide off the deep end as the bigger and bettersoftware comes out
TIP
There are trueSpace and Photoshop tutorials located on this book’s CD-ROM that will help to introduce you to these programs I’ll cover modeling and tex- turing using these two powerful tools, so
I highly recommend that you check those out if you’re new to them.
Trang 23Besides having a computer, you may find it comes in handy to have a graphicstablet when creating textures for your game environment Mine’s a Wacom 6×8that you can pick up for something like $250 Textures are a vital part of game art-work — the detailed images that are applied to walls, floors, and other 3D objectsthat give them the illusion of realism — and a graphics tablet makes hand-paintingthem much easier, since it’s much more like working with pen and paper.
Also, a digital camera is invaluable; if you’re going to texture or model anything, byall means go outside and take snapshots of the real thing This will help you keepthings looking realistic and acceptable In fact, many textures in games are compos-ites — that is, images derived from a photograph combined with artistic effects thatyou apply
When it comes to games and graphics, use this list when prioritizing what your tem should have, in order of importance:
sys-1 Video card with 3D acceleration.This is probably the most important feature
of a computer when playing games or making graphics and animations Yourcard should have a high-end processor and as much memory as you canafford — games store their textures and graphics in this lightning-fast mem-ory, and without it your system will appear slow My card has 128MB, and thegraphics are smooth and good (for now) If you invest in a brand-name cardlike a 3DLabs Wildcat or a card with a GeForce3+ chip onboard, you’re set.Also pay attention to the processing ability of the card’s graphics processingunit (GPU) — if the card has a fill rate of over a billion pixels per secondand/or a processing rate over 30-million triangles per second, you’ll tearyour graphics up!
2 Pentium III central processing unit (CPU) or better. Much of the newer 3Dsoftware and games can barely run on anything less than a PIII; I can barelyeven run 3D Studio Max 4 on my old P-II Again, it comes down to what youcan afford (and how much time you want to wait when rendering), but keep
in mind that even if you have the baddest video card around, it won’t make ahill of beans of a difference if your CPU is slow You have to strike a balance:
If your video card is fast and your CPU is slow, the computer will lag becausethe video card is waiting for the CPU to chew away on the data Conversely, ifyou’ve got a hot P-4 2GHz CPU and a lousy video card, things will appearvery fast but you won’t have nearly the resolution and/or color informationyou’d like
3 Computer memory.I think we’ve reached a bit of a plateau in the memorybusiness; the average system seems to have around 256 MB and does fine I’d
Trang 24recommend that you have at least 512MB, however, because when you startdoing renderings and animations, you’ll find that memory speeds things up.Programs like trueSpace and 3D Studio Max are extremely math and graph-ics intensive; to aid in their processing, they use as much RAM as is available
to store temporary data Besides, memory has become fairly cheap
4 Monitor.After all, you’re a graphics person, and you need to see what you’redoing, right? Personally, I hate having to constantly scroll all over the place
to see my work The larger the monitor, the easier it is for you to see thing You should have, at minimum, a 17-inch screen; fortunately, monitorsizes are continuing to go up and the prices down I have an (now I’m going
every-to brag) NEC 21-inch monievery-tor; once you’ve worked with that for a while, youwant to cry any time you try to work on something smaller I can see fromhere to the moon with this thing I’ve also installed a second video card in
my system and hooked up a smaller 15-inch screen to that If you’re runningWindows 98/Me/Xp/NT2000, you can tell Windows to split up the desktop
across both screens, so you can see your work on one screen and have another
window open on the other screen Kind of neat, huh? This really helps mewhen I’m modeling, since I can put all my pilot windows on the smaller screen
5 Hard drive.Most computers purchased after 1998 have at least 10GB of diskspace If your hard drive is low on disk space, this will be a problem
Programs like Photoshop, which you’ll use extensively, cache out tons of porary data on the drive while you work; without free space, the program willslow to a halt, sometimes freezing your system Make sure that your systemhas a good 5GB free disk space after all your programs are installed, espe-cially since graphic images and animations pile up quick Hard drives are socheap nowadays anyway that it almost hurts — for $100, you can pick up a40GB drive, more than enough to contain all the programs you’ll need withplenty of space left over If you want some serious drive power, however, con-sider purchasing an Ultra160 SCSI card and drive combination — these twocomponents (most commonly purchased from Adaptec) make your datatranfers between your hard drive and the rest of your system absolutely rock
Trang 25pic-7 Tape backup unit.I can’t tell you how important it is to back up your data!
As an artist, you’ll spend hours and hours creating and animating, sometimesjust one object or scene If your data isn’t backed up daily and your harddrive crashes, you risk losing your work, and, as a result, throwing your goodcomputer out a second-story window Backup units are somewhat cheap, and
I think spending $150 to save countless hours of work is worth it You can useyour CD-writer to back up the data effectively, but the advantage of the tapeunit is that the storage space is typically 10 to 20 times more than that of awritable CD I have a two-week library system, 10 tapes in all, in which Irotate the backup sets This way, if I need to restore work I’ve deleted or lost,
I can go back as far as two weeks ago and retrieve the data
8 Input devices.Having a tablet, camera, scanner, or any other device that willallow you to capture and process images is always helpful, but not necessary.They do, however, make your life easier and more productive, and at thesame time help you make your work more original
9 Software. The last, and most obvious thing you’ll need to have, are the grams required to perform your game art creations This book primarilyteaches the use of trueSpace, an excellent 3D modeling program with a pow-erful NURBS (non-uniform rational b-spline) interface for creating highlyrealistic organic models; DeepUV, for unwrapping and manipulating texturecoordinates on 3D models; Photoshop, one of the most powerful 2D art andimaging programs in the world, which we’ll use for the creation of textures;and 3D Studio Max, one of the most widely used modeling and animationsprograms in the gaming industry All of these programs are included on thisbook’s CD-ROM as demo versions
pro-Well, I hope this helps a little Remember, this is all about money and what you canafford I happen to be a computer professional as well, so over the years I’ve
amassed quite a bit of equipment (in fact, I can’t even see my desks anymore) Idon’t expect you to have a $15,000 system, but if you consider my list and priori-tize, you should be good to go — you can always add on or upgrade later on
How This Book Is Organized
This is a fairly large book because there’s so much material to cover and so many cooltutorials That said, I couldn’t possibly fit every technique the gaming industry uses
in 10 books, let alone one I’ve tried to arrange things so you can get your feet wetand gain some experience, with the hopes that you’ll set off in your own direction