The Art of 3D

Computer Animation and Effects

Author: Isaac V. Kerlow

Publisher: John Wiley & Sons

ISBN: 9780471430360

Category: Architecture

Page: 451

View: 2884

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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)

Game Modeling Using Low Polygon Techniques

Author: Chad Gregory Walker,George Eric Walker

Publisher: Charles River Media

ISBN: 9781584500551

Category: Computers

Page: 353

View: 3357

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Demonstrates the programming techniques required to create realistic computer games, including sketching, modeling, texturing, U.V. mapping, and such 3D applications as Lightwave, Maya, and C4D.

The Game Artist's Guide to Maya

Author: Michael McKinley

Publisher: John Wiley & Sons

ISBN: 9780782150537

Category: Computers

Page: 240

View: 2688

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The Definitive Resource for Up-and-Coming 3D Game Artists Alias' award-winning Maya 3D animation and effects softwarecontinues to lead the industry in technological innovation and isbeing adopted by more and more console and computer gamedevelopers. The Game Artist's Guide to Maya is an officialintroduction to creating 3D game art and animations with Maya,brought to you by Maya Press, a publishing partnership betweenAlias and Sybex. Written by a production artist at a prominent gamecompany, this detailed book focuses on the skills real game artistsuse daily to create stunning characters and environments. By following the discussions and tutorials, you'll bring aconcept through the entire game art development pipeline, learningeverything from modeling, texturing, rigging, and animation, tospecial effects. You'll also glean insights from industryprofessionals and see how Maya has been used in popular games. Ifyou're a 3D game artist, or looking to become one, this book willhelp you master the skills and techniques you'll need to excel inthe 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 inmind View martial arts videos on the book's CD to animate yourcharacter more realistically Prepare a model for texturing with UV mapping and layouttechniques Create different kinds of textures Master the rigging process, from setting up a skeleton topreparing blend shapes Practice techniques for creating animation clips to work within the Trax Editor Use particle effects, such as sprites and animated geometry, toadd pizzazz to your model

State of the Art in Computer Graphics

Visualization and Modeling

Author: David F. Rogers,Rae Earnshaw

Publisher: Springer Science & Business Media

ISBN: 9780387975603

Category: Computers

Page: 368

View: 4478

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Today one of the hardest parts of computer aided design or analysis is first modeling the design, then recording and verifying it. For example, a typical vehicle such as a tank, automobile, ship or aircraft might be composed of tens of thousands of individual parts. Many of these parts are composed of cylinders, flats, and simple conic curves and surfaces such as are amenable to modeling using a constructive solid geometry (CSG) approach. However, especially with the increasing use of composite materials, many parts are designed using sculp tured surfaces. A marriage of these two techniques in now critical to continued development of computer aided design and analysis. Further, the graphical user interfaces used in most modeling systems are at best barely adequate to the required task. Critical work on these interfaces is required to continue pushing back the frontiers. Similarly, once the design is modeled, how are the varied and diverse pieces stored, retrieved, and modified? How are physical interferences prevented or eliminated? Although considerable progress has been made, there are still more questions and frustrations than answers. One of the fundamental problems of the 1990s is and will continue to be modeling. The second problem is interpretation. With the ever increasing computational power available, our ability to generate data far exceeds our ability to interpret, understand, and utilize that data.

Creating the Art of the Game

Author: Matthew Omernick

Publisher: New Riders

ISBN: 9780132705073

Category: Computers

Page: 320

View: 6609

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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.

The Art and Science of Computer Animation

Author: Stuart Mealing

Publisher: Intellect Books

ISBN: 9781871516715

Category: Computers

Page: 308

View: 5140

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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.

Polygonal Modeling: Basic and Advanced Techniques

Author: Mario Russo

Publisher: Jones & Bartlett Learning

ISBN: 1449631487

Category: Computers

Page: 412

View: 1597

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Polygonal modeling is the process of creating objects in a 3D environment. It is the foundation for the creation of all 3D graphics and the essential building block of a career in computer graphics. Polygonal Modeling: Basic and Advanced Techniques provides in-depth coverage of polygonal modeling, including practical lessons on topology construction, a focus on the fundamentals of subdivision workflow, and a discussion of the technical aspects of modeling organic and inorganic objects. The book includes illustrated quick start modeling guides to 3ds max and Maya. Explore and evaluate a variety of subdivision techniques. Learn about polygonal objects and their most common properties. Discover how to use the tools and operations found in major 3D packages for polygonal modeling. Follow along with the step-by-step illustrated exercises that demonstrate the process of character modeling.

Papyro-plastics, Or the Art of Modelling in Paper

With Ample Directions to Draw with a Ruler and Compass the Flat Paper Figure of the Object to be Represented, and Afterwards to be Cut, Fold, Join and Paint the Same, So as to Form a Neat Representation of the Given Object on a Small Scale

Author: Bernhard Heinrich Blasche

Publisher: N.A

ISBN: N.A

Category: Models and modelmaking

Page: 97

View: 3719

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The art of Maya

an introduction to 3D computer graphics

Author: Alias (Firm)

Publisher: Sybex

ISBN: N.A

Category: Computers

Page: 236

View: 304

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Explores the features of the tool for creating 3D modeling, animation, and rendering.

Real-Time Volume Graphics

Author: Klaus Engel,Markus Hadwiger,Joe Kniss,Christof Rezk-Salama,Daniel Weiskopf

Publisher: CRC Press

ISBN: 1439864292

Category: Computers

Page: 515

View: 8444

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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.

The art of 3-D

computer animation and imaging

Author: Isaac Victor Kerlow

Publisher: Wiley

ISBN: N.A

Category: Computers

Page: 434

View: 8647

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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.

Character Modeling with Maya and ZBrush

Professional polygonal modeling techniques

Author: Jason Patnode

Publisher: Taylor & Francis

ISBN: 1136141812

Category: Art

Page: 408

View: 541

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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

The Geometry of an Art

The History of the Mathematical Theory of Perspective from Alberti to Monge

Author: Kirsti Andersen

Publisher: Springer Science & Business Media

ISBN: 9780387489469

Category: Mathematics

Page: 814

View: 1935

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This review of literature on perspective constructions from the Renaissance through the 18th century covers 175 authors, emphasizing Peiro della Francesca, Guidobaldo del Monte, Simon Stevin, Brook Taylor, and Johann Heinrich. It treats such topics as the various methods of constructing perspective, the development of theories underlying the constructions, and the communication between mathematicians and artisans in these developments.

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: 7620

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

Maya 8: The Complete Reference

Author: Tom Meade,Shinsaku Arima

Publisher: McGraw Hill Professional

ISBN: 0071510060

Category: Technology & Engineering

Page: 691

View: 6199

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Learn cutting-edge 3D animation techniques Create breathtaking content for film, TV, games, print media, and the Web using Autodesk Maya and the detailed information contained in this comprehensive resource. Maya experts and special effects gurus Tom Meade and Shinsaku Arima cover every step in the Maya production workflow using easy-to-follow tutorials, real-world examples, and insider tips and tricks. Maya 8: The Complete Reference shows you how to use the latest version of Maya to its full potential. You'll learn to integrate motion, create complex effects, manipulate lighting, render your final animation, and prepare for postproduction. Build 3D models using polygons, NURBS, and subdivision surfaces Use displacement maps to enhance geometry Create and skin skeletons Connect the attributes of any nodes together Build a control rig to manipulate skeletons Create your own tools using MEL scripts Master the Hypershade to control textures, cameras, and lights Work with the Artisan tools, Paint Effects tools, and 3D Paint tools Render your animation for postproduction Ready-to-use sample files on DVD

The Art and Technique of Matchmoving

Solutions for the VFX Artist

Author: Erica Hornung

Publisher: Taylor & Francis

ISBN: 1136135731

Category: Art

Page: 288

View: 1661

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Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time. Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support. The companion DVD includes Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text.