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E-raamat: 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation [Taylor & Francis e-raamat]

  • Formaat: 288 pages, 226 Halftones, black and white
  • Ilmumisaeg: 23-Mar-2011
  • Kirjastus: Focal Press
  • ISBN-13: 9780240814728
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 295,43 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 422,05 €
  • Säästad 30%
  • Formaat: 288 pages, 226 Halftones, black and white
  • Ilmumisaeg: 23-Mar-2011
  • Kirjastus: Focal Press
  • ISBN-13: 9780240814728
Teised raamatud teemal:
Create high-quality 3D models and animations using the basic concepts and principles of 3D art presented by Geekatplay.com's Ami Chopine. This handy reference breaks down the core concepts into easy-to-understand segments and teaches you the "why" in addition to the "how." Using application-agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations, create scenery, animate, and render. Learn which applications are best for your needs and how you can get your 3D career started, be it as a studio artist or as a freelancer. Or simply learn to perfect your hobby creations.

With 3D Art Essentials you will:

-Learn the basic principles behind creating 3D art with thorough explanations, tips, and techniques that cover everything you need to know to make 3D animations and special effects

-Master each principle an create your own animation with 15 print tutorials in the book, then go more in depth with video tutorials by Ami Chopine featuring new models from Geekatplay.com and others

-Gain access to the book's companion website (www.3dartessentials.com), which that includes models, video tutorials, reference tables, links, and more, to help you bring your imagination to life
Acknowledgments xii
How To Use This Book xiii
Chapter 1 A History of Computer Graphics and Special Effects 1(12)
From Institutions to Homes
9(4)
Chapter 2 Getting Started and Getting Finished 13(8)
Good Hardware
13(1)
Good Software
14(1)
Your First Look
14(2)
Good Habits
16(5)
Chapter 3 Polygons: How 2D Becomes 3D 21(24)
Understanding Polygons
21(2)
Polygon Meshes
23(1)
Starting Your Model
24(3)
Viewing the Object
27(1)
Editing the Mesh
28(1)
Extruding
29(1)
Controlling Edges and Edge Loops
30(1)
Subdividing and Simplifying
31(1)
Combining Meshes
31(2)
Polygon Count
33(1)
Normals
34(1)
UV Coordinates
35(1)
Aesthetics and Compatibility
35(1)
Valid Geometry
36(9)
Chapter 4 NURBS: The Spliny Truth 45(10)
From Straight to Curvy
45(3)
Creating and Modifying Curves
48(1)
NURBS Surfaces
49(2)
Advantages and Disadvantages of NURBS
51(4)
Chapter 5 Subdivision Surfaces: The Marriage of Polygons and NURBS 55(16)
Subdividing
55(3)
Topology
58(1)
Using Quads
58(1)
Poles
59(2)
Edge Loops
61(1)
Enlightening Disagreement
62(1)
Modeling with Subdivision Surfaces
62(2)
Organic Modeling
64(7)
Chapter 6 Deforming: It's A Good Thing 71(14)
Sculpting and Special Selections
71(1)
Morph Targets
72(1)
Lattices and Curves
73(1)
Controlling the Influence
74(1)
Specialized Deformers
75(1)
Soft Bodies
75(2)
Constraints
77(1)
Skeletons and Muscles
78(1)
Rigid Bodies
79(1)
Order
79(6)
Chapter 7 Rigging 85(18)
Parent and Child
85(2)
Bones and Joints
87(1)
Skeletons
87(1)
Creating a Skeleton Rig
88(3)
Joint Limiting
91(1)
Kinematics
91(3)
Skinning
94(1)
Rigid Binding
95(1)
Smooth Binding
95(1)
Muscles
96(1)
Other Uses for Joints
97(1)
Making Your Own Controls
97(6)
Chapter 8 Animation: It's Alive! 103(24)
The Twelve Basic Principles of Animation
103(8)
Keyframing
111(1)
Animating with Graphs
112(2)
Motion Capture
114(2)
Facial Animation
116(1)
Automation
117(1)
Fence-Post Errors
118(1)
Animation Workflow
119(8)
Chapter 9 Dynamics: Let's Get Physical 127(12)
Physics
128(1)
Collision Detection
129(2)
Particles
131(1)
Hair
132(1)
Fluid Dynamics
133(1)
Crowds and Populations
133(1)
Quality
134(5)
Chapter 10 How the Pixel Gets Its Color 139(12)
Shaders
140(3)
Ray Tracing
143(4)
Photon Mapping
147(4)
Chapter 11 More Than Just Color 151(18)
Working With Shaders
151(1)
Texture Mapping
152(1)
UV Mapping
153(3)
A Few Tips
156(1)
Painting in 3D
157(1)
Other Maps
158(1)
Changing Geometry
159(2)
Seamless Repeating Patterns
161(1)
Multiple Maps
162(1)
Resolution
163(6)
Chapter 12 Light Effects 169(12)
Reflection
170(3)
Refraction
173(1)
Caustics
174(1)
Translucency
175(1)
Shadows
176(5)
Chapter 13 Lighting The Way . .181
Light Properties
181(3)
Types of Light
184(3)
Objects as Light Sources
187(6)
Chapter 14 Working The Camera 193(14)
The Virtual Camera
193(1)
Faking Camera Effects
194(4)
Matching Virtual Cameras to Real Ones
198(1)
Cameras and Image Planes
198(1)
Animating the Camera
199(1)
Through the Camera's View
199(2)
Camera Movements
201(6)
Chapter 15 Environments 207(12)
Terrain
207(1)
Water
208(2)
Plants
210(2)
Sky
212(1)
Sun
213(1)
Clouds
213(2)
Indoors
215(4)
Chapter 16 Rendering 219(10)
Image Size and Aspect
219(1)
Quality and Optimization
220(1)
Antialiasing
221(1)
File Type and Naming
222(1)
Bucket Rendering
222(1)
Batch Rendering
223(1)
Network Rendering
224(1)
Frame Buffers
224(1)
Spherical and Panoramic Renders
224(1)
Stylized Renders
225(1)
Layers
226(1)
Postproduction
227(2)
Chapter 17 Procedures and Graphs 229(14)
The Graph
229(2)
Types of Values
231(1)
Value Ranges
232(1)
Hierarchy
232(1)
Types of Nodes and Functions
232(6)
Combining Nodes
238(1)
Outputs
239(1)
Procedural Methods
239(4)
Chapter 18 Scripting 243(4)
Chapter 19 What Tools to Use 247(6)
Full Packages
249(1)
Smaller Packages
250(1)
Sculpters
251(1)
Character Animation
251(1)
Scenery
251(1)
Renderers
252(1)
Chapter 20 Making a Career out of 3D 253(8)
The State of the Industry
253(1)
What Specialization?
254(1)
College
254(2)
Self-Study
256(2)
Communities
258(1)
Portfolios and Demo Reels
259(1)
Ways to Attract Attention
260(1)
Extra Resources 261(2)
Links
261(1)
Magazines
261(1)
Books
262(1)
Index 263
Ami has been dabbling in computer graphics since she was a child. She co-founded Geekatplay Studio through which several award winning images and animations were released. In September of 2007, the Geekatplay team started releasing video tutorials for Vue. As well as editing Vladimir's work, Ami developed and recorded a Vue tutorial series for beginners, called Discovering Vue, one of Geekatplay's most popular products. Their tutorials are well known the community for being the most informative and easiest to follow of all the Vue tutorials available. Since then, she has also written several tutorials for 3D World Magazine. A graduate of Orson Scott Card's Literary Bootcamp with published fiction, Ami has a passion for teaching and helping other artists develop their creativity. She brings to the table high end professional writing skills, with a strong emphasis on clarity, keeping interest, and understanding the needs of her audience. She is also the co-author of 'Vue 7: From the Ground Up' which published in May 2009.