الكتاب الالكتروني Joshua Kinney-Getting Messy with Debris for Games in 3ds Max ، تحميل الكتاب الالكتروني Joshua Kinney-Getting Messy with Debris for Games in 3ds Max ، الكتاب الالكتروني Joshua Kinney-Getting Messy with Debris for Games in 3ds Max ، الكتاب الالكتروني Joshua Kinney-Getting Messy with Debris for Games in 3ds Max على أكثر من سيرفر ، الكتاب الالكتروني Joshua Kinney-Getting Messy with Debris for Games in 3ds Max pdf
Joshua Kinney-Getting Messy with Debris for Games in 3ds Max | 721 MB
Software: 3ds Max 2014, Photoshop CS4, Mudbox 2014 | Video: AVC (.mp4) 960x540 30fps | Audio: AAC 48KHz 1ch | 1h 18m
Genre: eLearning | Intermediate | February 2, 2014
In this series of tutorials we will be discussing several techniques for creating debris for games.We'll start out by learning how to utilize decals to create debris that may be too tedious to model and to place in a game environment. After that we'll learn a very simple technique for creating a trash bag that will be used in our large debris pile, which we'll create later in the course. Once that is finished we'll discuss why static assets are crucial for game environments and how we can prepare them for use in a game engine. Then we'll discuss assets that will use physics in the game engine and how we as the artist help in that technical workflow.
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Joshua Kinney-Getting Messy with Debris for Games in 3ds Max | 721 MB
Software: 3ds Max 2014, Photoshop CS4, Mudbox 2014 | Video: AVC (.mp4) 960x540 30fps | Audio: AAC 48KHz 1ch | 1h 18m
Genre: eLearning | Intermediate | February 2, 2014
In this series of tutorials we will be discussing several techniques for creating debris for games.We'll start out by learning how to utilize decals to create debris that may be too tedious to model and to place in a game environment. After that we'll learn a very simple technique for creating a trash bag that will be used in our large debris pile, which we'll create later in the course. Once that is finished we'll discuss why static assets are crucial for game environments and how we can prepare them for use in a game engine. Then we'll discuss assets that will use physics in the game engine and how we as the artist help in that technical workflow.
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