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Essential 3ds Max 2008

Essential 3ds Max 2008
By Sean McBride

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Product Description

Essential 3ds Max 2008 offers a user-friendly introduction to the newest version of 3ds Max. From an overview of the user interface, tools, and modifers to modeling exercises that demonstrate the creation of an interior, a basic character, and a suit of armor, this book provides readers with a guide to getting the most out of Max. Learn how to: Model objects using a variety of low-poly and high-poly techniques. Use texture maps to vary the look of objects. Create and adjust lights in your scenes. Unwrap models to generate UVW coordinates. Generate normal maps for use in real-time simulations and game development. Composite images with background plates.


Product Details

  • Amazon Sales Rank: #1195698 in Books
  • Published on: 2008-04-30
  • Original language: English
  • Number of items: 1
  • Binding: Paperback
  • 456 pages

Editorial Reviews

About the Author
Sean McBride is a self-taught character artist whose credits include Sega Rally Revo and Guild Wars, as well as numerous commercials and other video game titles. Despite having no formal training, he found his way into the industry in 2003 and has worked on several game projects and modifications such as Forsaken. He lives in Atlanta and is currently working on Hi-Rez Studios' first title, a massively multiplayer online action game called Global Agenda.


Customer Reviews

Excellent Book 5
As a total new beginner, the book is really good. Although there are tools that the Author does not touch it and encourage the readers to explore by himself/herself, this is mainly a modeler book as the Author says. The author teaches you very useful tips and tricks. For me, it met my expectations and more. I have learned a lot from it and it put me straight up and running with 3ds max.
Yes, the Author haven't touch some of the tools, but will you remember all and every tool??? Well, if you wish to go through the over 1000 pages and have a reference book that tells you every and all buttons, then I think the Bible one will do the great job. However, I like the practical approach from this book.

Among all the 3ds max books I bought:
- Learning 3ds Max 2008 Foundation by Autodesk (Terribly Bad)
- Introducing 3ds Max 2008 by Dariush Derakhshani (Good)
- Essential 3ds Max 2008 (The BEST)
- 3ds Max at a Glance (At a Glance) by George Maestri (Bad)
- 3ds Max Modeling: Bots, Mechs, and Droids (Wordware Game and Graphics Library) by Jon Weimer. (Just got it, so no comments on this one yet).

I can tell you that Essential 3ds Max 2008 by Sean McBride is no doubt the King! I just got the 3ds Max Modeling: Bots, Mechs, and Droids (Wordware Game and Graphics Library) by Jon Weimer, haven't got the time to read it yet. But it looks promising too at the first glance.
Plus it comes with the Matrix Sentinel Video tutorial... Awesome...

Never the less, my verdict for this book, it definitely goes 5 stars. There are sections that it does challenge you a bit and requires a bit of the reader attention and memory. I like that approach.

Essential Reading for 3ds Max Modelers5
Having used 3ds Max since version 3, I have had the opportunity to see the application evolve over the years. With each new release, more and more sophisticated tools are added to meet the production needs of artists and studios. However, the core techniques necessary to model are not tied to any specific version of Max. But if you want to excel as a modeler, then Essential 3ds Max 2008 by Sean McBride is the book for you.

Learning Max's interface is daunting at first but the author goes into great detail when explaining all the relevant tools and their functionality. Once you are able to navigate the interface, you can then focus on your craft. It's always amazing to see a final production model, but it had to start somewhere and this book steps through that process. Many models begin their path to a complex high-poly state as just simple primitives and the author provides multiple examples of how to effectively utilize this modeling technique.

Chapter 16 - Becoming an Advanced Modeler / Artist is only 12 pages long but McBride manages to give the reader years worth of production experience. If all modelers followed the techniques in Chapter 16, it would significantly benefit the rigging/animation phases of any pipeline. If you are interested in working in the game industry as a modeler, then this book will prove to be an invaluable resource, especially Chapters 19 & 20, which describe the process of creating Normal Maps.

In short, if you want to efficiently create production-quality models, then I highly recommend Essential 3ds Max 2008. But like most 3ds Max books, there is just a mention of the power of MAXScript, which is the one area that I wished this book would have explored.

NOTE: This book says 3ds Max 2008, but it is essential reading for 3ds Max 2009 and for every version after that.