Box Modeling in 3ds

This chapter represents the focal point of the entire book. I will show you how to model the entire Hicks character using box modeling, a simple technique that is particularly common in the game development industry. This technique offers ease of modeling with high detail and low polygon count; however, note that the level of detail (LOD) of this model will be fairly high for the texture baking process later on in this book. The final polygon count for the game-ready character will be about 50 percent less than the model created in this chapter, after you apply the MultiRes modifier. We'll target a character in the 5,000-7,000 polygon range after we've optimized the mesh and lowered the resolution. See Chapter 4, "Mesh Optimization in 3ds Max," for more details on the MultiRes modifier.

In this chapter, you will

■ Create the Hicks character using the easy box modeling technique, a standard practice for creating 3D game characters in the video game industry

■ Build the character from the ground up in 3ds Max 8, starting with a Box primitive and extruding and manipulating faces

■ Use the orthogonal Hicks character sketches as a reference while you model

■ Build one-half of the lower and upper portions of the character and then use 3ds Max's Symmetry modifier to mirror the other half

■ Extrude polygons around the Try model to form military detail m such as pockets, utility belt items, backpack, and backlight

■ Create a face from a Box primitive, complete with eyes that you'll animate later

■ Complete the head with primitive objects by shaping and attaching them to the face

■ Generate a completed character mesh that consists of the lower body (legs and boots), upper ■

body, head, and eyes

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