About the Book
This book is all meat and cuts right to the point - modeling and texturing game weapons like a professional. Written by Christian Chang, lead weapons modeler on America's Army and now at EA, this book delivers what the reader wants. Starting with a discussion on customizing your modeling application for ease of use, the book emphasizes the importance of employing professional techniques when setting up your project. From there, the chapters concentrate on creating specific weapons - from a samurai sword to a modern high-velocity, fully-automatic machine gun - in a step-by-step progression from simple to complex. Each weapon is modeled, UV mapped, optimized, and finally textured for realism.
The title says it all: with Modeling, UV Mapping, and Texturing 3D Game Weapons you?ll learn how to model, UV map, and texture first- and third-person game weapons in a step-by-step progression from simple to complex. The book begins with a lesson on customizing your modeling application for ease of use, and then turns to weapon creation. Each weapon ? from a samurai sword to a modern high-velocity, fully automatic machine gun ? is first modeled and optimized, then UV mapped, and finally textured for realism. While the tutorials were written using Maya, the principles described will work with any polygonal-based modeling package.Companion CD includes a trial version of Adobe Photoshop CS2 for the Microsoft Windows operating system, and more