By Andrew Gahan
A compilation of key chapters from the pinnacle Focal online game artwork books to be had this present day - within the components of Max, Maya, Photoshop, and ZBrush. The chapters give you the CG Artist with an outstanding sampling of crucial thoughts that each 3D artist must create wonderful online game art.
Game artists might be capable of grasp the modeling, rendering, rigging, and texturing suggestions they wish - with suggestion from Focal's top and brightest authors. Artists can study countless numbers of counsel, tips and shortcuts in Max, Maya, Photoshop, ZBrush - all in the covers of 1 entire, inspiring reference.
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Extra info for Game Art Complete. All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques
This step should give you a nice canvas to start to work on. 56 Creating Texture Maps from Photographs Using Photoshop Next, use a combination of the Clone Stamp tool (shortcut S) and the Healing Brush tool (J) to cover up the parts of the texture map that we don’t want. Start with the really dark areas and the lines that don’t line up by replacing them with the more generic parts that we do want. If you have an older version of Photoshop, you’ll probably just have the Clone Stamp tool. Don’t worry—you’ll do just fine using that.
Select the vertices on the open edge of the handle and drag them onto the vertices of the edge of the barrel. If the vertices seem to be sliding on a single axis, press F8 and then try again; you should now be able to move the vertices on multiple axes. Even without clicking F8, if you were to drag the cursor onto the correct vertex to weld, it would still have done it correctly. If you rotate the barrel around, enabling you to see the back of the handle to complete the weld accurately, you should end up with a shape like this: 36 Creating an Oil Drum Using 3ds Max Now that we have the basic form of the top of the barrel, we need to compare it to the reference photo again and manipulate the top vertices so that they match the photo.
Then we just need to click on the edges that are cutting through the corners of the central circle of polygons on the top of the barrel, turning them so that the polygons no longer overlap. If you see any other particularly long and thin triangles, you might want to turn the edges of those too, to tidy up the mesh. Next we will add the final details to the top of the barrel. First, let’s extrude the center polygons to create the dip in the top of the barrel; then, we’ll create a simple handle form.
Game Art Complete. All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques by Andrew Gahan