3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on the foundational skills introduced in Volume 1, guiding readers into the creation of fully realized 3d characters for video games. Written by veteran instructor and industry artist Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max.
Through a structured, step-by-step process, readers create characters designed for the medieval castle environment developed in Volume 1. Characters are rigged using the Character Animation Toolkit, skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment.
The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipeline―guiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel.
While instruction is presented using 3ds Max, the principles and workflows are transferable to other major 3d modeling and animation platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.com―a dedicated hub for both students and instructors.
"synopsis" may belong to another edition of this title.
William Culbertson is an accomplished educator, designer, and creative director with over 35 years of experience in professional media production, public art, and academic instruction. He has contributed to major entertainment and toy brands including The Walt Disney Company, The Jim Henson Company, Hasbro, Sesame Workshop, Marvel Entertainment, and DC Entertainment―developing characters, directing animation, and designing interactive content across multiple platforms.
Beyond entertainment, Bill has designed international public art commissions and immersive experiences for theme parks and cruise ships, blending large-scale design with engaging storytelling. As a Professor at New England Institute of Technology, he teaches 3d modeling, animation, and game development, emphasizing collaboration, creative problem-solving, and production workflows.
He is also the creator of Pollywog Pond, an award-winning children’s television and video game series distributed by PBS, recognized for its focus on social-emotional learning and environmental education. The series has earned multiple industry awards and Emmy nominations, showcasing his dedication to meaningful, educational storytelling.
"About this title" may belong to another edition of this title.
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. 3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on the foundational skills introduced in Volume 1, guiding readers into the creation of fully realized 3d characters for video games. Written by veteran instructor and industry artist Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max.Through a structured, step-by-step process, readers create characters designed for the medieval castle environment developed in Volume 1. Characters are rigged using the Character Animation Toolkit, skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment.The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipelineguiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel.While instruction is presented using 3ds Max, the principles and workflows are transferable to other major 3d modeling and animation platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.coma dedicated hub for both students and instructors. 3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on foundational skills introduced in Volume 1, guiding readers into the creation of fully realized 3D characters. Written by Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Seller Inventory # 9781041273974
Seller: moluna, Greven, Germany
Condition: New. William Culbertson is an accomplished educator, designer, and creative director with over 35 years of experience in professional media production, public art, and academic instruction. He has contributed to major entertainment and toy brands inclu. Seller Inventory # 3217933967
Quantity: Over 20 available
Seller: CitiRetail, Stevenage, United Kingdom
Paperback. Condition: new. Paperback. 3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on the foundational skills introduced in Volume 1, guiding readers into the creation of fully realized 3d characters for video games. Written by veteran instructor and industry artist Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max.Through a structured, step-by-step process, readers create characters designed for the medieval castle environment developed in Volume 1. Characters are rigged using the Character Animation Toolkit, skinned using the Skin Modifier, and animated with essential in-game movements. The completed characters are then exported into the Unity game engine and integrated into a playable third-person environment.The book features an integrated character pipeline from modeling to in-engine implementation, reinforcing learning through repetition while simulating a professional game studio pipelineguiding readers through asset research, placeholder development, final modeling, UV mapping, and texturing using techniques such as box mapping and Quick Peel.While instruction is presented using 3ds Max, the principles and workflows are transferable to other major 3d modeling and animation platforms. Stay current with updates, resources, and downloadable project files at 3dsMaxBasics.coma dedicated hub for both students and instructors. 3ds Max Basics for Modeling Video Game Assets, Volume 2 builds on foundational skills introduced in Volume 1, guiding readers into the creation of fully realized 3D characters. Written by Bill Culbertson, this volume introduces character modeling, rigging, and animation using real-world production workflows in Autodesk 3ds Max. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Seller Inventory # 9781041273974
Quantity: 1 available