The Art of 3D

Computer Animation and Effects

Author: Isaac V. Kerlow

Publisher: John Wiley & Sons

ISBN: 9780471430360

Category: Architecture

Page: 451

View: 8419

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An updated, richly illustrated guide to creating 3D animation and special effects offers a step-by-step approach to the latest artistic and technical 3D animation techniques, taking readers through the entire process of creating a fully rendered 3D computer animation on any computer platform and covering such topics as multiple production pipelines, motion capture, image-based rendering, and more. Original. (Intermediate)

Polygonal Modeling: Basic and Advanced Techniques

Author: Mario Russo

Publisher: Jones & Bartlett Publishers

ISBN: 0763798126

Category: Computers

Page: 412

View: 2458

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Annotation This book covers the basic aspects of polygonal modeling theory as well as practical lessons on topology construction most often overlooked in other titles. The book is not software specific and focuses on the fundamentals of the subdivision workflow and operations. Providing in-depth coverage of polygonal modeling, this book is dedicated to a discussion of the technical aspects and methods of modeling organic and inorganic objects, revealing the tricks for absolute control of polygonal mesh modeling. The book includes an illustrated quick start modeling guide to 3dsmax and Maya.

Character Modeling with Maya and ZBrush

Professional polygonal modeling techniques

Author: Jason Patnode

Publisher: Taylor & Francis

ISBN: 1136141812

Category: Art

Page: 408

View: 3963

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Create believable CG character models with this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the companion DVD to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel

Digital Modeling

Author: William Vaughan

Publisher: New Riders

ISBN: 0321712641

Category: Computers

Page: 432

View: 4304

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Professional modeling is the foundation of every aspect of the 3D production pipeline and is essential to the success of any 3D computer graphics project. [digital] Modeling is unlike any other modeling book you’ve seen—it gets to the core of what it takes to create efficient production-ready models and demystifies the process of producing realistic and jaw-dropping graphics. Taking a software-neutral approach, it teaches you the essential skills and concepts that you can apply to modeling in any industry 3D software, such as 3ds Max, LightWave 3D, Maya, Modo, Silo, XSI, ZBrush and other leading programs. Modelers, animators, texture artists, and technical directors can all benefit from the valuable information covered in this jam-packed guide containing years of industry knowledge. Simply put, if you work in 3D, you must have this book. In this inspiring and informative guide to modeling, industry veteran William Vaughan teaches you how to: Master modeling techniques to produce professional results in any 3D application Use the tools of a professional digital modeler Control your models polygon-count as well as polygon-flow Create both organic and hard surface models Understand a modeler’s role in a production environment Gain the knowledge to land a job in the industry as a digital modeler Model using specific tools such as LightWave and 3ds Max in over 6 hours of video training in the accompanying downloadable lesson files (see below for details) And much more! All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files. Helpful tips: If you are able to search the book, search for "Where are the lesson files?" Go to the very last page of the book and scroll backwards. You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files. Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.

Creating the Art of the Game

Author: Matthew Omernick

Publisher: New Riders

ISBN: 9780132705073

Category: Computers

Page: 320

View: 1329

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The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.

Maya for Games

Modeling and Texturing Techniques with Maya and Mudbox

Author: Michael Ingrassia

Publisher: CRC Press

ISBN: 0080927998

Category: Computers

Page: 416

View: 7170

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Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels. Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers. One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today. The accompanying DVD includes 8 exclusive video tutorials on advanced Maya techniques as bonus tracks for artists providing invaluable modeling, rigging and texturing samples. Also, an in-depth video on assembling a "Killer Demo Reel" showing simple but effective video editing techniques used by the author so that artists can learn how to get their work seen. The book not only teaches effective methodology, but provides the user with impressive content for producing effective demo reels and portfolios. Pros and cons of demo reel, website and artist representation 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.

Poly-Modeling with 3ds Max

Thinking Outside of the Box

Author: Todd Daniele

Publisher: Taylor & Francis

ISBN: 1136138218

Category: Art

Page: 288

View: 9555

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Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of modeling where you start out with a basic form or primitive object that determines the mass of an object, artists can use the polygon (the basic building block of all of the primitives available in 3ds Max). This approach allows for more control over the flow, placement and detail of the meshes that are built. Placement of vertices/points, edges and all other sub-elements that build our models is determined by the user, rather than pre-determined by a computer generated primitive. This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner. Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.

The art of 3-D

computer animation and imaging

Author: Isaac Victor Kerlow

Publisher: Wiley

ISBN: N.A

Category: Computers

Page: 434

View: 3464

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The complete state-of-the-art guide to 3-D computer animation and imaging. Essential for visual effects production, computer games,online interactive multimedia, and more! Incorporating the latest computer animation techniques and technology, this outstanding guide offers clear step-by-step coverage of the entire process of creating a fully rendered 3-D computer still image or animation from modeling and rendering to animation and compositing. Designed to work with any computer platform, the book cuts through the technical jargon and features hundreds of inspiring color images and easy-to-understand instructive diagrams many of them new from visual effects in movies, animated films, TV shows, and computer games. This edition has been fully revised and updated, including new material on the latest character and facial animation techniques and an overview of the digital production process, plus information on subdivision surfaces, image-based rendering, motion capture, and other current techniques. Whether you are a student, an independent artist or creator, or a production company team member, you'll find countless expert tips on how to improve the artistic and technical level of your 3-D computer animation. * Non-platform specific * 500 full-color images * Newest computer techniques * Practical, step-by-step approach * Up-to-date guide to Internet resources.

The art of computer graphics programming

a structured introduction for architects and designers

Author: William John Mitchell,Robin S. Liggett,Thomas Kvan

Publisher: Van Nostrand Reinhold Company

ISBN: 9780442259914

Category: Architecture

Page: 572

View: 6920

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Looks at plotters, printers, and graphics input devices, introduces graphics programming techniques, and discusses advanced techniques


Principles of Three-dimensional Computer Animation

Modeling, Rendering, and Animating with 3D Computer Graphics

Author: Michael O'Rourke

Publisher: W. W. Norton & Company

ISBN: 9780393730838

Category: Design

Page: 395

View: 9251

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An authoritative introduction and guide to the latest developments in animation technology.

Polygon Mesh Processing

Author: Mario Botsch,Leif Kobbelt,Mark Pauly,Pierre Alliez,Bruno Levy

Publisher: CRC Press

ISBN: 1568814267

Category: Computers

Page: 250

View: 3104

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Geometry processing, or mesh processing, is a fast-growing area of research that uses concepts from applied mathematics, computer science, and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation, and transmission of complex 3D models. Applications of geometry processing algorithms already cover a wide range of areas from multimedia, entertainment, and classical computer-aided design, to biomedical computing, reverse engineering, and scientific computing. Over the last several years, triangle meshes have become increasingly popular, as irregular triangle meshes have developed into a valuable alternative to traditional spline surfaces. This book discusses the whole geometry processing pipeline based on triangle meshes. The pipeline starts with data input, for example, a model acquired by 3D scanning techniques. This data can then go through processes of error removal, mesh creation, smoothing, conversion, morphing, and more. The authors detail techniques for those processes using triangle meshes. A supplemental website contains downloads and additional information.

The Art and Science of Computer Animation

Author: Stuart Mealing

Publisher: Intellect Books

ISBN: 9781871516715

Category: Computers

Page: 308

View: 3138

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Bridging the gap between the designer/animator and the scientific programmer, this book is a comprehensive -- and comprehensible -- introduction to the techniques and technology used in computer animation.Particularly valuable to those new to the field, or with no prior expertise, this book includes an extensive bibliography and glossary of terminology in current use.

The Swordmaster

In 3Ds Max and Zbrush - The Ultimate Guide to Creating a Low Poly Game Character

Author: Gavin Goulden

Publisher: 3Dtotal Pub

ISBN: 9780956817174

Category: Art

Page: 198

View: 8469

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Learn how to model, sculpt, unwrap, texture, and render a low poly game character using an industry-standard workflow.


The Game Artist's Guide to Maya

Author: Michael McKinley

Publisher: John Wiley & Sons

ISBN: 9780782150537

Category: Computers

Page: 240

View: 2774

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The Definitive Resource for Up-and-Coming 3D Game Artists Alias' award-winning Maya 3D animation and effects software continues to lead the industry in technological innovation and is being adopted by more and more console and computer game developers. The Game Artist's Guide to Maya is an official introduction to creating 3D game art and animations with Maya, brought to you by Maya Press, a publishing partnership between Alias and Sybex. Written by a production artist at a prominent game company, this detailed book focuses on the skills real game artists use daily to create stunning characters and environments. By following the discussions and tutorials, you'll bring a concept through the entire game art development pipeline, learning everything from modeling, texturing, rigging, and animation, to special effects. You'll also glean insights from industry professionals and see how Maya has been used in popular games. If you're a 3D game artist, or looking to become one, this book will help you master the skills and techniques you'll need to excel in the competitive games industry. Inside, you'll learn how to: Create a game model using a concept image as your guide Model with predetermined real-time polycount limitations in mind View martial arts videos on the book's CD to animate your character more realistically Prepare a model for texturing with UV mapping and layout techniques Create different kinds of textures Master the rigging process, from setting up a skeleton to preparing blend shapes Practice techniques for creating animation clips to work with in the Trax Editor Use particle effects, such as sprites and animated geometry, to add pizzazz to your model

Geometric Modelling

Theoretical and Computational Basis towards Advanced CAD Applications. IFIP TC5/WG5.2 Sixth International Workshop on Geometric Modelling December 7–9, 1998, Tokyo, Japan

Author: Fumihiko Kimura

Publisher: Springer

ISBN: 0387354905

Category: Computers

Page: 372

View: 547

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Geometric modelling has been an important and interesting subject for many years from the purely mathematical and computer science viewpoint, and also from the standpoint of engineering and various other applications, such as CAD/CAM, entertainment, animation, and multimedia. This book focuses on the interaction between the theoretical foundation of geometric modelling and practical applications in CAD and related areas. Geometric Modelling: Theoretical and Computational Basis towards Advanced CAD Applications starts with two position papers, discussing basic computational theory and practical system solutions. The well-organized seven review papers give a systematic overview of the current situation and deep insight for future research and development directions towards the reality of shape representation and processing. They discuss various aspects of important issues, such as geometric computation for space search and shape generation, parametric modelling, feature modelling, user interface for geometric modelling, geometric modelling for the Next Generation CAD, and geometric/shape standard. Other papers discuss features and new research directions in geometric modelling, solid modeling, free-form surface modeling, intersection calculation, mesh modeling and reverse engineering. They cover a wide range of geometric modelling issues to show the problem scope and the technological importance. Researchers interested in the current status of geometric modelling research and developments will find this volume to be an essential reference.

Art Gallery Theorems and Algorithms

Author: Joseph O'Rourke

Publisher: Oxford University Press, USA

ISBN: N.A

Category: Mathematics

Page: 282

View: 8483

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Art gallery theorems and algorithms are so called because they relate to problems involving the visibility of geometrical shapes and their internal surfaces. This book explores generalizations and specializations in these areas. Among the presentations are recently discovered theorems on orthogonal polygons, polygons with holes, exterior visibility, visibility graphs, and visibility in three dimensions. The author formulates many open problems and offers several conjectures, providing arguments which may be followed by anyone familiar with basic graph theory and algorithms. This work may be applied to robotics and artificial intelligence as well as other fields, and will be especially useful to computer scientists working with computational and combinatorial geometry.

Integrating 3D Modeling, Photogrammetry and Design

Author: Shaun Foster,David Halbstein

Publisher: Springer Science & Business Media

ISBN: 144716329X

Category: Computers

Page: 104

View: 3421

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This book looks at the convergent nature of technology and its relationship to the field of photogrammetry and 3D design. This is a facet of a broader discussion of the nature of technology itself and the relationship of technology to art, as well as an examination of the educational process. In the field of technology-influenced design-based education it is natural to push for advanced technology, yet within a larger institution the constraints of budget and adherence to tradition must be accepted. These opposing forces create a natural balance; in some cases constraints lead to greater creativity than freedom ever can – but in other cases the opposite is true. This work offers insights into ways to integrate new technologies into the field of design, and from a broader standpoint it also looks ahead, raising further questions and looking to the near future as to what additional technologies might cause further disruptions to 3D design as well as wonderful creative opportunities.