3D Modelling for Game Content Creation

Contributor

en-ca Catherine Leung
en-ca Hasan Kamal-Al-Deen

Publication Date

en-ca 2020

Description

en-ca The focus of this book, is to introduce you to tools used for developing art assets for games. However, this is not an art book. We won't be able to tell you what looks good or how best to achieve a certain effect. The focus of this book is to introduce you to the tools used by artists and the type of work they need to do as well as ways to augment the tools to develop more features.

You will need a bit of time to get used to the tools and become even a little proficient in their basic usage. The process of creating models is different from programming. Thus, it is very important that you keep up to date with work as we go and get the necessary notes from web page for reference.

Lastly this book serves as the subject notes for gam536 and dps936 at Seneca College.

Table Of Contents

en-ca 1. Introduction
2. Tools
3. Background
4. Triangulation and Triangle 5. Reduction
6. Unwrapping
7. Creating a texture from a stamp
8. Animation
9. MaxScript
10. Translation, Rotation and Scale
11. Graphics
12. Appendix: Shortcut Keys

Subject

en-ca Computer graphics
en-ca Computer science
en-ca Professional and applied computing
en-ca Computer games -- Design
en-ca Computer games -- Programming

School / Program

en-ca Faculty of Applied Science and Engineering Technology

Course

en-ca GAM536
en-ca DPS936

Publisher

en-ca Toronto: Seneca Open Textbook Project

Format

en-ca eBook
en-ca Gitbook

Language

en-ca English

Access Restrictions

en-ca Open Access