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- Valenza, Enrico, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Preface; Modeling the Character's Base Mesh; Introduction; Setting templates with the Images as Planes add-on; Setting templates with the Image Empties method; Setting templates with the Background Images tool; Building the character's base mesh with the Skin modifier; Sculpting the Character's Base Mesh; Introduction; Using the Skin modifier's Armature option; Editing the mesh; Preparing the base mesh for sculpting; Using the Multiresolution modifier and the Dynamic topology feature; Sculpting the character's base mesh; Polygonal Modeling of the Character's Accessories; Introduction.
- Preparing the scene for polygonal modelingModeling the eye; Modeling the armor plates; Using the Mesh to Curve technique to add details; Re-topology of the High Resolution Sculpted Character's Mesh; Introduction; Using the Grease Pencil tool to plan the edge-loops flow; Using the Snap tool to re-topologize the mesh; Using the Shrinkwrap modifier to re-topologize the mesh; Using the LoopTools add-on to re-topologize the mesh; Concluding the re-topologized mesh; Unwrapping the Low Resolution Mesh; Introduction; Preparing the low resolution mesh for unwrapping; UV unwrapping the mesh.
- Editing the UV islandsUsing the Smart UV Project tool; Modifying the mesh and the UV islands; Setting up additional UV layers; Exporting the UV Map layout; Rigging the Low Resolution Mesh; Introduction; Building the character's Armature from scratch; Perfecting the Armature to also function as a rig for the Armor; Building the character's Armature through the Human Meta-Rig; Building the animation controls and the Inverse Kinematic; Generating the character's Armature by using the Rigify add-on; Skinning the Low Resolution Mesh; Introduction.
- Parenting the Armature and Mesh using the Automatic Weights toolAssigning Weight Groups by hand; Editing Weight Groups using the Weight Paint tool; Using the Mesh Deform modifier to skin the character; Using the Laplacian Deform modifier and Hooks; Finalizing the Model; Introduction; Creating shape keys; Assigning drivers to the shape keys; Setting movement limit constraints; Transferring the eyeball rotation to the eyelids; Detailing the Armor by using the Curve from Mesh tool; Animating the Character; Introduction; Linking the character and making a proxy.
- Creating a simple walk cycle for the character by assigning keys to the bonesTweaking the actions in Graph Editor; Using the Non Linear Action Editor to mix different actions; Creating the Textures; Introduction; Making a tileable scales image in Blender Internal; Preparing the model to use the UDIM UV tiles; Baking the tileable scales texture into the UV tiles; Painting to fix the seams and to modify the baked scales image maps; Painting the color maps in Blender Internal; Painting the color maps in Cycles; Refining the Textures; Introduction.
(source: Nielsen Book Data)
- Valenza, Enrico, author.
- Birmingham, UK : Packt Publishing, 2015.
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Preface; Modeling the Character's Base Mesh; Introduction; Setting templates with the Images as Planes add-on; Setting templates with the Image Empties method; Setting templates with the Background Images tool; Building the character's base mesh with the Skin modifier; Sculpting the Character's Base Mesh; Introduction; Using the Skin modifier's Armature option; Editing the mesh; Preparing the base mesh for sculpting; Using the Multiresolution modifier and the Dynamic topology feature; Sculpting the character's base mesh; Polygonal Modeling of the Character's Accessories; Introduction.
- Preparing the scene for polygonal modelingModeling the eye; Modeling the armor plates; Using the Mesh to Curve technique to add details; Re-topology of the High Resolution Sculpted Character's Mesh; Introduction; Using the Grease Pencil tool to plan the edge-loops flow; Using the Snap tool to re-topologize the mesh; Using the Shrinkwrap modifier to re-topologize the mesh; Using the LoopTools add-on to re-topologize the mesh; Concluding the re-topologized mesh; Unwrapping the Low Resolution Mesh; Introduction; Preparing the low resolution mesh for unwrapping; UV unwrapping the mesh.
- Editing the UV islandsUsing the Smart UV Project tool; Modifying the mesh and the UV islands; Setting up additional UV layers; Exporting the UV Map layout; Rigging the Low Resolution Mesh; Introduction; Building the character's Armature from scratch; Perfecting the Armature to also function as a rig for the Armor; Building the character's Armature through the Human Meta-Rig; Building the animation controls and the Inverse Kinematic; Generating the character's Armature by using the Rigify add-on; Skinning the Low Resolution Mesh; Introduction.
- Parenting the Armature and Mesh using the Automatic Weights toolAssigning Weight Groups by hand; Editing Weight Groups using the Weight Paint tool; Using the Mesh Deform modifier to skin the character; Using the Laplacian Deform modifier and Hooks; Finalizing the Model; Introduction; Creating shape keys; Assigning drivers to the shape keys; Setting movement limit constraints; Transferring the eyeball rotation to the eyelids; Detailing the Armor by using the Curve from Mesh tool; Animating the Character; Introduction; Linking the character and making a proxy.
- Creating a simple walk cycle for the character by assigning keys to the bonesTweaking the actions in Graph Editor; Using the Non Linear Action Editor to mix different actions; Creating the Textures; Introduction; Making a tileable scales image in Blender Internal; Preparing the model to use the UDIM UV tiles; Baking the tileable scales texture into the UV tiles; Painting to fix the seams and to modify the baked scales image maps; Painting the color maps in Blender Internal; Painting the color maps in Cycles; Refining the Textures; Introduction.
(source: Nielsen Book Data)
- Milano : Mimesis, [2017]
- Description
- Book — 188 pages : illustrations ; 21 cm.
- Online
Green Library
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TR897.74 .M335 2017 | Unknown |
- Cooper, Jonathan (Animator), author.
- Boca Raton : CRC Press, Taylor & Francis Group, [2019]
- Description
- Book — xxi, 255 pages : illustrations (some color) ; 26 cm
- Summary
-
- Chapter 1: The Video Game Animator
- Chapter 2: The Game Development Environment .
- Chapter 3: The 12 Animation Principles
- Chapter 4: The Five Fundamentals of Game Animation
- Chapter 5: What You Need to Know
- Chapter 6: The Game Animation Workflow .
- Chapter 7: Our Project: Preproduction .
- Chapter 8: Our Project: Technical Animation
- Chapter 9: Our Project: Gameplay Animation
- Chapter 10: Our Project: Cinematics & Facial
- Chapter 11: Our Project: Motion Capture
- Chapter 12: Our Project: Animation Team Management .
- Chapter 13: Our Project: Polish & Debug
- Chapter 14: The Future.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation.
(source: Nielsen Book Data)
- Online
Green Library
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TR897.7 .C66 2019 | Unknown |
5. Game character animation all in one [2007]
- Pardew, Les.
- Boston, MA : Thomson Course Technology, c2007.
- Description
- Book — xi, 509 p., [8] p. of plates : ill. (some col.) ; 24 cm. + 1 DVD-ROM (4 3/4 in.)
- Summary
-
- 1. Game Characters
- 2. Character Design 1
- 3. Character Design 2
- 4. Maya
- 5. Character Modeling 1
- 6. Character Modeling 2
- 7. Texturing Characters
- 8. Rigging the Model
- 9. Character Animation
- 10. Advanced Character Building Techniques.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
Green Library
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TR897.7 .P356 2007 | Unknown |
- McKinley, Michael (Michael T.)
- 1st ed. - Indianapolis, Ind. : Wiley Pub., c2010.
- Description
- Book — xiii, 273 p. : ill. (some col.) ; 24 cm. + 1 videodisc (4 3/4 in.).
- Summary
-
- Introduction.
- Chapter 1: Walls, Ceilings, and Floors. Understanding Backgrounds. Project: Creating a Brick Wall. Information Overload.
- Chapter 2: Foliage. Understanding Foliage. Project: Creating Ivy. Project: Creating a Savannah Tree. The Illusion of Detail.
- Chapter 3: Weapons. Understanding Weapons. Project: Creating and Animating a Western Revolver. Moving Right Along.
- Chapter 4: Vehicles. Understanding Vehicles. Project: Building a Dune Buggy. Where to Go from Here?
- Chapter 5: Buildings. Understanding Buildings. Project: Building a Skyscraper. Let's Light It Up.
- Chapter 6: Illuminators. Understanding Illuminators. Project: Creating a Wall Sconce. In the Home Stretch!
- Chapter 7: Ambient Movement. Understanding Movers. Project: Creating an Industrial Fan. Not Just a Level.
- Chapter 8: Putting It All Together. Project: Creating a Sci-Fi Prop. Project Complete!
- Chapter 9: Pro Tips. Using Mudbox or ZBrush. Creating Level of Detail. Mipmapping. Using Multiple UV Channels. Creating Collision Meshes. Being Professional. Have Fun! Appendix A: Image Gallery. Appendix B: About the Companion DVD. What You'll Find on the DVD. System Requirements. Using the DVD. Troubleshooting. Customer Care. Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
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TR897.7 .M39525 2010 | Unknown |
- Assaf, Eyal, author.
- Boca Raton : CRC Press, 2016
- Description
- Book — 1 online resource (xvi, 375 pages)
- Summary
-
- Acknowledgements
- Introduction
- Chapter 1 - The Creative Cycle
- Chapter 2 - Concept Art and Modeling
- Chapter 3 - Rigging Concepts
- Chapter 4 - Scripting Mechanics
- Chapter 5 - Rigging Mechanoids
- Chapter 6 - Rigging Humanoids
- Chapter 7 - The Control Rig
- Chapter 8 - Game On! Exporting to Unity
- Appendix
- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- San Rafael, CA : Autodesk, [2009]
- Description
- Book — 1 online resource (1 volume) : illustrations
- Summary
-
- Autodesk 3ds Max
- (source: Nielsen Book Data)
- Autodesk 3ds Max 2010 Foundation for Games Table of Contents Project 01
- Lesson 01
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Ingrassia, Michael.
- London : Taylor & Francis Group, 2008
- Description
- Book — 1 online resource (399 pages)
- Summary
-
- Cover; Half Title; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction: Why I Decided to Write This Book; Why I Prefer Working in Maya; How to Use This Book Effectively; So Who Is This Book For?; Why the World War I Theme?;
- Chapter 1: Maya Fundamentals: User Interface; Maya Fundamentals: Preferences Settings; Setting Custom Preferences; Center to Whole Face Selection; Attribute Windows; Unlimited Undos; Turn on Border Edges Highlight; Plug-In Manager; Maya Fundamentals: Hot Keys; Hot Keys; Maya Help; Maya Fundamentals: Creating a Custom Tool Shelf
- Brief Description of Each Tool's FunctionCreating a Custom Tool Shelf; How Your Shelf Should Look after You Add the New Tools; Here Is Where Each Tool Is Located in Maya 2008; Changing Tool Names; Maya Fundamentals: Setting up a New Project; Step 1; Step 2; Step 3;
- Chapter 2: The Stone Archway; What We'll Learn; Before Beginning; Step
- 1: Getting Started; Why Are We Copying and Pasting?; Step
- 2: Preparing the Modeling Template; Creating a New Template; Creating a New Layer; Creating a New Shader; Creating a Template Map Shader; Applying the Shader to Template Mesh; Duplicating the Template
- Begin ModelingExtruding Faces; Step
- 3: Creating the Arch; Splitting Vertices; Step
- 4: Mirroring the Geometry; Completing the Model; Mirror Geometry; Merging Vertices; Snapping Points; Combining Meshes; Using the Append to Polygon Tool; Finishing Up; Step
- 5: Applying Planar UV Projection; Applying UVs to the Finished Archway; Applying the UV Coordinates; Duplicating a New Shader; Creating a New Shader; Applying the Shader Map; Not Perfect but; Why We Are Now Finished;
- Chapter 3: The Broken Archway; Preparing the Template Image; Setting up the Project and Template
- Preparing Shaders for ModelingStep
- 1: Begin Modeling; Using the Create Polygons Tool; Combining the Shapes; Step
- 2: Finalizing the Wall Face; Splitting Vertices; Finishing the Base Wall; 3's, 4's, 5's ... Oh My; Applying the UV Coordinate; Extruding the Wall; Adding Basic Details; Creating the Texture Map Shader; Continuing with Finer Details; Step
- 3: Preparing the UVs; Explaining the Following Process; Completing Our UV Layouts; Fixing Incorrect Faces; Isolating the New UVs; Step
- 4: Adding More Details; What about the UVs?; Breaking up the Mesh; Moving Forward: Repairing the UV Shells
- Happy, Happy, Joy, JoyQuick Selecting Faces; Organizing All of the Cracks; Finishing the UV Layout;
- Chapter 4: The Springfield Rifle; What We'll Learn; What Is LOD, and How Do I Determine Poly Count?; Knowing Your A's, B's, and C's; Hitting the Highs and Lows Is Key; They'll Let You Know; Getting Started; Step
- 1: Begin Modeling; Adding Dimension; Mirroring the Geometry; Using Deformers to Quickly Shape Objects; Applying Texture for Inspecting the Mesh; Finishing the Low-Poly Model; Using Your Judgment; Practice Makes Perfect; Adding Further Details; Step
- 2: Applying UVs to the Finished Rifle
Artistrepresentation are given, along with insights into the expectations of game studios today. The video tutorials show users the finished product, and then run through the process of step by step creation of that particular technique.--Author Ingrassia is a veteran artist and instructor (Senior Artist on several XBox game projects; and Senior Maya Instructor for Escape Studios in London, considered the top training academy in Europe; with game credits including Shadowrun (2007), Azurik: Rise of Perathia (2001), Harry Potter and the Sorcerer's Stone (2001), Electronic Arts, Inc.) He provides insider secrets, tips, and tricks so that artists can learn a wide variety of cutting-edge modeling and texturing techniques.--The latest Next-Gen modeling techniques combined with "tried and true" processes provide a leg up for artists new to game work so that they can "hit the ground running" with professional results. + DVD with bonus videos on advanced modeling techniques.--Game Industry professionals speak about their experiences and advice providing artists with candid, unique insights into the game industry (how they broke in, and how they stayed in).--Coverage of Autodesk's newly acquired MUDBOX software, so that artists can learn quick and effective sculpting techniques to make use of this exciting and powerful tool that can add a professional look to their models. (Ingrassia has been working with Mudbox for years - he recently gave a lecture on the tool at an animation festival in Prague. His expertise will come through in the book.).
- Marino, Paul.
- Scottsdale, Ariz. : Paraglyph Press, 2004.
- Description
- Book — xxvi, 470 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
- Summary
-
"The complete hands-on guide to creating animated real-time 3D films on your PC."
- Online
Green Library
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TR897.7 .M37 2004 | Unknown |
- Labrecque, Joseph.
- [Place of publication not identified] : Peachpit Press, 2014.
- Description
- Video — 1 online resource (1 streaming video file (4 hr., 57 min., 8 sec.)).
- Summary
-
"This critically-acclaimed interactive training program from Adobe Press offers exceptional quality high-definition video to teach the fundamentals of Adobe Flash Professional CC. Including more than 6 hours of video tutorials, the course comes complete with lesson files and review materials. Experienced instructor Joseph Labrecque presents a comprehensive introduction to Flash Professional, including best practices as well as fundamental concepts of animation and interactivity. Covered topics include working with graphics, sound, tweens and masks, and exporting files to various formats, and how to work within the Creative Cloud."--Resource description page.
12. 3ds max modeling for games : insider's guide to game character, vehicle, and environment modeling [2013]
- Gahan, Andrew, author.
- Second edition - Amsterdam ; New York : Focal Press/Elsevier, 2013
- Description
- Book — 1 online resource (2 volume pages)
- Summary
-
- v. 1. Insider's guide to game character, vehicle, and environment modeling
- v. 2. Insider's guide to stylized modeling
(source: Nielsen Book Data)
- Gahan, Andrew.
- 2nd ed. - Waltham, MA : Focal Press/Elsevier, c2011.
- Description
- Book — 1 online resource (xvii, 458 p.) : col. ill.
- Summary
-
- 3dsmax Modeling for Games - 2nd Edition Insider's Guide to Game Character, Vehicle, and Environment Modeling (2nd Edition)
- Chapter 1 - Introduction to 3dsmax (20-30 pages) * User Interface * Primitives * Viewports * Projects * Load & Save
- Chapter 2 - Basics of Modeling and Texturing (20-30 pages) * Creating a box asset * Creating simple texture maps * Creating texture maps from photographs * Cleaning up images in Photoshop * Mapping * UV Unwrap * Editing UV's * Render settings and quick renders * Saving and organizing your work
- Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages) * Modeling a simple object * Extrude, Bevel, etc * Graphite modeling tools
- Chapter 4 - Low Poly Vehicle (80 pages) * Using blueprints and concept art work * Modeling techniques * Materials and mapping * Rendering
- Chapter 5 - Low Poly Character (80 pages) * Using blueprints and concept art work * Modeling techniques * Materials and mapping * Rendering Gallery (20 pages)
- Chapter 6 - Creating Trees and Foliage (30 pages) * Different approaches for different uses * Modelling * Texture creation
- Chapter 7 - Low poly Environment (80 pages) * Planning the scene * Blocking out in 3D * To detail or not to detail * Unwrapping * Creating texture maps * Lighting * Rendering
- Chapter 8 - Normal Map creation in detail (20-30 pages) * Creating normal maps from high poly assets * Baking maps * Types of normal map * Tangents based normal maps in detail
- Chapter 9 - Ambient Occlusion in detail (10-20 pages)
- Chapter 10 - Portfolio creation and Interview (10 pages).
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
-
- www.sciencedirect.com ScienceDirect
- Google Books (Full view)
14. 3ds max modeling for games. Volume II, Insider's guide to stylized modeling [electronic resource] [2011]
- Gahan, Andrew.
- Oxford : Focal, 2011.
- Description
- Book — 1 online resource (1 v.) : col. ill.
- Summary
-
- Introduction. Introduction to 3ds Max and Basic Modeling Terms. Planning Your Project Including Making a Plan. Adapting a Concept. Vegetation and Alpha Maps. Introduction to Maya. Modeling the Robot in Maya. Gallery. Modeling the Character Robot Using Zbrush. Modeling the House. Polishing Your Scene and Modeling Projects to Complete. Portfolio and Interview. Creating the Initial Cover Image.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
-
- www.sciencedirect.com ScienceDirect
- Google Books (Full view)
15. 3ds Max modeling for games : insider's guide to game character, vehicle, and environment modeling [2009]
- Gahan, Andrew.
- Amsterdam ; Boston : Elsevier/Focal Press, c2009.
- Description
- Book — xiv, 322 p. : ill. (chiefly col.) ; 24 cm. + 1 DVD-ROM (4 3/4 in.)
- Summary
-
- Max Modeling for Games Brief Outline - This book is an essential guide for the 3D artist using Max who wants to grow into developing 3D content for computer games and simulations.
- - Preface - About the author - Why this book was written - How this book is organised - A short introduction to the guest writers included in the book, who they are, and what they have created. -
- Chapter 1 - Low poly Asset (30 min tutorial *Introduction to modelling *Setting up 3ds Max *Creating a cardboard box using primitive objects *3ds Max Shortcuts *Texture mapping your box (UV mapping)*Common problems *Rendering your model *Creating a portfolio image *Moving on to
- Chapter 2 -
- Chapter 2 - Low poly Asset 2 (1 hour tutorial)*Creating primitive objects *Slice, Extrusion and Scale *Creating simple textures in Photoshop from photos *Applying textures to the model (UV mapping) *Common problems *Rendering your model *Creating a portfolio image *Moving on to
- Chapter 3
- -
- Chapter 3 - Low poly Asset 3 (2 hour tutorial)*Creating primitive objects *New tools *Creating textures in Photoshop from photos *Applying textures to the model (UV mapping) *Common problems *Rendering your model *Creating a portfolio image *Moving on to
- Chapter 4 -
- Chapter 4 - Creating Complex Texture Maps from Photographs *Basic equipment *Taking your own photos *Photoshop *Layers *Crop, Transform, Scale, Rotate, Skew, Distort and Perspective *Making tillable textures *Healing brush, clone stamp and eraser *Levels and Curves *Brightness/Contrast *Hue/Saturation *Common problems *Rendering your texture *Creating a portfolio image *Moving on to
- Chapter 5
- -
- Chapter 5 - Low poly in-game vehicle *Blueprints/sketch *Image planes *Bonnet *Body *Doors *Roof *Details *Wheel arches *Windows *Wheels *Textures & UV's *Common problems *Rendering your model *Moving on to
- Chapter 5
- -
- Chapter 6 - Low poly in-game character *Reference material *Starting out *Basic shape *Head and Neck *Adding details *Shoulders *Arms *Joints *Face *Hands *Final details *Common problems *Posing your character *Rendering your model *Moving on to
- Chapter 7
- -
- Chapter 7 - Low poly in-game Environment *Reference material *Blocking out the basic shapes *Adding detail *Creating the texture maps for the scene *Low poly foliage using alpha maps *Adding existing assets to the scene *Final composition *Simple lighting *Common problems *Rendering your scene *Moving on to
- Chapter 8
- -
- Chapter 8 - Mid poly in-game Vehicle *Creating Blueprints in Photoshop *Setting up image planes *Tools and the workspace *Starting the model - wings and side *Modeling the front bumper and bonnet *Modeling the rear bumper and boot *Modeling the roof *Tiding up the bodywork *Modeling the Interior *Lights, wing mirrors and handles *Wheel Styles and theory (short section on different techniques) *Hi poly wheel *Normal map / alpha map creation *Low poly wheel *UV mapping the body and texture space usage *Mirroring the body and combining the meshes *Separating the body parts *Any final modeling tweaks *Naming conventions and tiding up the scene *Getting UV's into Photoshop & using layers *Common problems *Rendering your model *Moving on to
- Chapter 9
- -
- Chapter 9 - Mid poly in-game Character *Collecting reference *Setting up the scene *Building the torso *Arms and legs *Hands and feet *Creating the head *Nose and eyes *Mouth and ears *Final refinements and details *Textures and mapping *Surface detail and maps *Common problems *Rendering your character *Moving on to
- Chapter 10 -
- Chapter 10 - Lighting and Rendering *Simple lights *Three point lighting *Shadows *Rendering *Common problems *Re-rendering your previous work *Moving on to
- Chapter 11
- -
- Chapter 11 - Final Piece *Collecting reference *Setting up the scene *White boxing key elements *Building the scene up using assets you've created *Composition and scale *Adding detail to the walls *Creating the roof *Simple lights *Final touches *Common Problems *Rendering your scene *Moving on to
- Chapter 12
- -
- Chapter 12 - Putting your portfolio together *What to include *Organising the content *Final presentation *Applying for a job *At the interview.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Green Library
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TR897.7 .G32 2009 | Unknown |
16. The art of game characters [2005]
- Hartas, Leo.
- Lewes, East Sussex : Ilex, 2005.
- Description
- Book — 192 p. : ill. ; 24 cm.
- Online
Green Library
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TR897.7 .H37 2005 | Unknown |
- Gahan, Andrew.
- Waltham, MA : Focal Press, ©2012.
- Description
- Book — 1 online resource
- Summary
-
- Introduction. Introduction to 3ds Max and Basic Modeling Terms. Planning Your Project Including Making a Plan. Adapting a Concept. Vegetation and Alpha Maps. Introduction to Maya. Modeling the Robot in Maya. Gallery. Modeling the Character Robot Using Zbrush. Modeling the House. Polishing Your Scene and Modeling Projects to Complete. Portfolio and Interview. Creating the Initial Cover Image.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
Learn how to model comic-style a la Pixar (TM) with the expert techniques found in 3ds Max Modeling for Games Volume 2: Insider's Guide to Stylized Modeling. This new volume will show you the ins-and-outs of stylized modeling, including characters, vehicles, environments, and much more. Follow the story of cover characters Robert and Robot as their adventure takes you through the world of modeling, vegetation, alpha-maps, and much more! This book is also packed with highly detailed tutorials feared toward enhancing your modeling skills and expanding your portfolio. The companion website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
(source: Nielsen Book Data)
- Yin, Weiye.
- Harrow, UK : CYPI Press, 2011.
- Description
- Book — 158 p. : chiefly ill. ; 22 x 28 cm.
- Online
Green Library
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TR897.5 .Y56 2011 | Unknown |
- [Calif.] : Noesis Interactive, c2007.
- Description
- Video — 1 videodisc (323 min.) : sd., col. ; 4 3/4 in.
- Summary
-
- Introduction
- Organizing ideas
- Writing & scripting
- Voice recording
- Sound editing
- Camera work
- Video recording
- Motion blur and effects
- Video editing
- Conclusion.
- Online
Media & Microtext Center
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ZMS 2840 | Unknown |
20. Machinima! : teorie, pratiche, dialoghi [2013]
- Prima edizione. - Milano : Edizioni Unicopli, aprile 2013.
- Description
- Book — 289 pages : illustrations ; 21 cm.
- Online
Green Library
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TR897.74 .M338 2013 | Unknown |
Articles+
Journal articles, e-books, & other e-resources
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Course- and topic-based guides to collections, tools, and services.