3ds Max Basics for Modeling Video Game Assets, Volume One is a project-based introduction to 3D modeling designed for students, educators, and beginners entering the world of game development. Written by veteran instructor and industry artist Bill Culbertson, the book applies real-world workflows to teach foundational skills using Autodesk 3ds Max.Through a structured, step-by-step process, readers build a modular medieval castle environment-progressing from basic forms to fully textured, expor…
3ds Max Basics for Modeling Video Game Assets, Volume One is a project-based introduction to 3D modeling designed for students, educators, and beginners entering the world of game development. Written by veteran instructor and industry artist Bill Culbertson, the book applies real-world workflows to teach foundational skills using Autodesk 3ds Max.
Through a structured, step-by-step process, readers build a modular medieval castle environment-progressing from basic forms to fully textured, export-ready game assets. Each lesson simulates a professional game studio pipeline, reinforcing key concepts while preparing students to integrate their work into the Unity game engine.
The book features updated workflows and visual references, practical tips for modeling, UV mapping, and exporting, and reinforced learning through repetition and milestone-based projects. While the instruction is presented in 3ds Max, the principles and workflows are transferable to other major 3D modeling platforms.
Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com-a dedicated hub for both students and instructors.
Ideal for:
Game design and animation courses
High school, college, and university programs
Self-paced learners and creative technology classrooms
Key Features:
A proven curriculum refined through teaching over 1,000 video game students
Clear, concise instruction designed for self-paced learning
Step-by-step visuals that reinforce concepts and techniques
Includes project files and instructions for exporting assets into Unity
Appendices with additional 3ds Max tools and reference materials
This Edition Includes:
Updated workflows and visual references
Practical tips for modeling, UV mapping, and exporting
Reinforced learning through repetition and milestone-based projects
3ds Max Basics for Modeling Video Game Assets, Volume One is a project-based introduction to 3D modeling designed for students, educators, and beginners entering the world of game development. Written by veteran instructor and industry artist Bill Culbertson, the book applies real-world workflows to teach foundational skills using Autodesk 3ds Max.
Through a structured, step-by-step process, readers build a modular medieval castle environment-progressing from basic forms to fully textured, export-ready game assets. Each lesson simulates a professional game studio pipeline, reinforcing key concepts while preparing students to integrate their work into the Unity game engine.
The book features updated workflows and visual references, practical tips for modeling, UV mapping, and exporting, and reinforced learning through repetition and milestone-based projects. While the instruction is presented in 3ds Max, the principles and workflows are transferable to other major 3D modeling platforms.
Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com-a dedicated hub for both students and instructors.
Ideal for:
Game design and animation courses
High school, college, and university programs
Self-paced learners and creative technology classrooms
Key Features:
A proven curriculum refined through teaching over 1,000 video game students
Clear, concise instruction designed for self-paced learning
Step-by-step visuals that reinforce concepts and techniques
Includes project files and instructions for exporting assets into Unity
Appendices with additional 3ds Max tools and reference materials
This Edition Includes:
Updated workflows and visual references
Practical tips for modeling, UV mapping, and exporting
Reinforced learning through repetition and milestone-based projects
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