3D Character Created by 3D Scanner and Connection in 3D Game Engine: The Techniques of Using 3D Scanner

 
9783659140617: 3D Character Created by 3D Scanner and Connection in 3D Game Engine: The Techniques of Using 3D Scanner

The theme of this book was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3dsMax and CryENGINE2 Sandbox2. The purpose was to scan models made of modeling paste using the 3D Scanner. The models were developed and imported into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the 3D game engine. There were several exporting and importing processes are introduced in this book, including the fixing and saving of the texture and mapping of the 3D scanned models. These processes were concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional users of 3ds Max and game design.

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About the Author:

Guo Jun was graduated with a Master degree in Advanced Computer Graphics from Linköping University in year 2012. She received a Bachelor degree in Media Engineering from Metropolia University of Applied Sciences in year 2008. She current research interests include realistic materials and global illumination in real-time GPU rendering.

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Book Description Book Condition: New. Publisher/Verlag: LAP Lambert Academic Publishing | The Techniques of Using 3D Scanner | The theme of this book was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3dsMax and CryENGINE2 Sandbox2. The purpose was to scan models made of modeling paste using the 3D Scanner. The models were developed and imported into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the 3D game engine. There were several exporting and importing processes are introduced in this book, including the fixing and saving of the texture and mapping of the 3D scanned models. These processes were concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional users of 3ds Max and game design. | Format: Paperback | Language/Sprache: english | 108 pp. Bookseller Inventory # K9783659140617

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Book Description LAP Lambert Academic Publishing Jul 2012, 2012. Taschenbuch. Book Condition: Neu. Neuware - The theme of this book was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3dsMax and CryENGINE2 Sandbox2. The purpose was to scan models made of modeling paste using the 3D Scanner. The models were developed and imported into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the 3D game engine. There were several exporting and importing processes are introduced in this book, including the fixing and saving of the texture and mapping of the 3D scanned models. These processes were concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional users of 3ds Max and game design. 108 pp. Englisch. Bookseller Inventory # 9783659140617

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Book Description LAP Lambert Academic Publishing Jul 2012, 2012. Taschenbuch. Book Condition: Neu. Neuware - The theme of this book was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3dsMax and CryENGINE2 Sandbox2. The purpose was to scan models made of modeling paste using the 3D Scanner. The models were developed and imported into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the 3D game engine. There were several exporting and importing processes are introduced in this book, including the fixing and saving of the texture and mapping of the 3D scanned models. These processes were concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional users of 3ds Max and game design. 108 pp. Englisch. Bookseller Inventory # 9783659140617

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Book Description LAP Lambert Academic Publishing. Paperback. Book Condition: New. Paperback. 108 pages. Dimensions: 8.7in. x 5.9in. x 0.2in.The theme of this book was to discuss the theory of 3D scanning, focus on the flowchart of using 3D NextEngine Desktop Scanner hardware and software as well as the 3D game character exporting and importing in both 3dsMax and CryENGINE2 Sandbox2. The purpose was to scan models made of modeling paste using the 3D Scanner. The models were developed and imported into 3dsMax. At the same step, the skeletons were adjusted and the ranges of the envelopes were also defined. Finally, the models were connected to the skeletons to be used in the 3D game engine. There were several exporting and importing processes are introduced in this book, including the fixing and saving of the texture and mapping of the 3D scanned models. These processes were concerned with finding the best way to design the 3D characters by using a 3D scanner. In fact, the final result showed that it is possible to use a scanned model for animation and acting as a character in a game. It also showed that a 3D scanned model is one of the fastest ways to do the character modeling for 3D character action or shooting games. It is also easy to use by people who are not really professional users of 3ds Max and game design. This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Paperback. Bookseller Inventory # 9783659140617

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