Not yet released - Shipping date approx. 17 Nov 2026
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3ds Max Basics for Modeling Video Game Assets, Volume Two builds on the foundational skills introduced in Volume One, 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 One. Characters are rigged using the Character Animation Toolkit (CAT), 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.
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Title: 3ds Max Basics for Modeling Video Game Assets, Volume 2
Format: Hardback Book
Release Date: 17 Nov 2026
Author: William Culbertson
Sku: 3712526
Catalogue No: 9781041273981
Category: Media
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