| Provides groundbreaking coverage in using 3D Studio Max for would-be computer game modelers and animators, as well as professionals already experienced with the software. Also features previously undocumented tips and tricks targeted specifically for advanced character creation.
Like most of my peers in the computer game industry, I’m self-taught in what I do. I’ve learned how to create art with a computer by reading manuals, doing tutorials, and simply putting in the hours working in the gaming industry. I’ve been fortunate enough to work for some great companies and with some great artists. I’d like to say I’ve learned a lot from those artists, but unfortunately I haven’t. I’ve learned to get faster because the other artist next to me is cranking the stuff out faster than I can. I’ve learned just how bad my latest masterpiece sucks because of how cool the stuff is that other people around me are doing. Many of those artists would love to sit down and tutor others in their ways, but unfortunately there’s barely time to learn, let alone teach. There’s just not enough time in the day to get your work done and be both student and teacher. Time is a luxury and a very hot commodity in the game development world.
While I can’t point to any one person as a mentor or teacher, I have definitely picked up tips and tricks by simply watching others do art on the computer. That’s how I’ve approached this book. I want you to watch me do my thing. I want to share what I’ve learned and hopefully teach you a few things in the process. I want to share what I’ve stuffed into my head and fingers over the past nine years, four companies, and nine games because I know how hard that kind of information is to come by. Even if you’re experienced at modeling and creating characters, I guarantee you’ll learn a trick or two from just observing how someone else does it. |