Game Development Reference
In-Depth Information
Group the entire model into two separate groups—one for the fuselage,
wings, gear, and stabilizer, and the other for the propeller blades and spinner.
Link the spinner and propeller group to the fuselage. Make sure you can
rotate the spinner independently from the fuselage.
14. Save your model as Mustang_final.max.
This has been a very rudimentary lesson on modeling and texturing a complicated
model. Try altering the mustang.tif texture in your favorite paint program and see
what you can come up with. You might try modeling and adding additional geom-
etry, including exhaust stacks.
This chapter has been an overview of complex 3D modeling and texturing as it
relates to games. In this chapter we covered several important points.
Setting up the viewports with background images to help build the model
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Using primitive objects as the basis for each part of the airplane
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Editing the model at sub-object levels
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Using modifiers to alter geometry
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Welding vertices using the Vertex Weld modifier
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Using features in the Edit UVWs window
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Using the Edit Normal modifier
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Applying textures to objects
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Applying the UVW modifier
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Using simple planar-mapping techniques
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Now that you have finished this chapter, you are ready to create your own complex
game art. You have created models using simple primitives. And, you have demon-
strated how great textures can add an immense amount of detail to a model without
increasing the geometry.
1. What is the advantage of using reference planes to create models?
2. Once you have the reference planes in place, why would you want to
freeze them?