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MAYA FEATURE CREATURE CREATIONS 2E 2nd [Multiple-component retail product, part(s) enclosed]

  • Formaat: Multiple-component retail product, part(s) enclosed, 320 pages, kõrgus x laius x paksus: 233x185x27 mm, kaal: 658 g, figures, Contains 1 Paperback / softback and 1 CD-ROM
  • Ilmumisaeg: 18-Sep-2007
  • Kirjastus: Charles River Media
  • ISBN-10: 1584505478
  • ISBN-13: 9781584505471
  • Multiple-component retail product, part(s) enclosed
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  • Formaat: Multiple-component retail product, part(s) enclosed, 320 pages, kõrgus x laius x paksus: 233x185x27 mm, kaal: 658 g, figures, Contains 1 Paperback / softback and 1 CD-ROM
  • Ilmumisaeg: 18-Sep-2007
  • Kirjastus: Charles River Media
  • ISBN-10: 1584505478
  • ISBN-13: 9781584505471
Presents instructions on building anatomy-based CG characters using Maya.

Discover how to build commercial-quality, anatomy-based CG characters using Maya with "Maya Feature Creature Creations, Second Edition." In today's competitive entertainment market, animated movies and video games require superior graphics and realistic characters, making it imperative that 3D artists and designers master state-of-the-art software like Maya. With this book, you will learn all of the steps required to create a character, from concept to completion. Using step-by-step instructions and explanations, the book lays out a method for building anatomy-based, photo-realistic computer-generated characters with physicsdriven skin. The most up-to-date techniques and technology are presented, including how to create skin and muscle deformations, and how to rig your character without binding tools. You will also gain an understanding of how to work within a high-resolution pipeline. Insight and advice from a professional animator will help you troubleshoot along the way. "Maya Feature Creature Creations, Second Edition" provides you with all the skills and techniques needed to create your own fantastic, Hollywood-style creatures and characters.
Preface ix
Part I In the Beginning
1(30)
Getting Ready
3(16)
What You Will Get Out of It
4(1)
What You Need to Know
4(7)
Understanding Simulation
11(1)
Maya nCloth and Nucleus
11(7)
Conclusion
18(1)
Biology 101: Imitating Life
19(12)
Finding Common Ground
20(1)
Layers of Anatomy
21(9)
Skin
22(1)
The Skeleton
23(3)
Muscles and Tendons
26(3)
Fat
29(1)
Connective Tissue
29(1)
Conclusion
30(1)
Part II Reference Material
31(64)
Design and Conquer
33(12)
Sketches
34(2)
Sculpting
36(5)
Maquettes
37(3)
Armatures
40(1)
Working Environments
41(1)
Reference in Maya
41(2)
Conclusion
43(2)
Base Mesh
45(24)
Advantages of Digital Sculpting
46(1)
Disadvantages of Digital Sculpting
46(21)
Conclusion
67(2)
Sculpting in 3D
69(26)
What Is Digital Sculpting?
70(3)
Normal Maps
70(1)
Displacement Maps
71(1)
The Differences Between Normal Maps and Displacement Maps
72(1)
Sculpting in Maya
73(14)
Maya Versus Dedicated Sculpting Software
73(1)
Sculpting Tools
73(1)
Push the Limits
74(1)
Sculpting in Layers
75(12)
Mudbox
87(6)
Conclusion
93(2)
Part III Modeling
95(88)
Modeling a Creature (Warkrat)
97(18)
Suitable Geometry
98(1)
Triangles Versus Quads
99(2)
Tracing in 3D
101(12)
Conclusion
113(2)
UVs
115(32)
UV Placement
116(29)
Conclusion
145(2)
Creating Texture
147(36)
Terminology
148(1)
Extracting Maps
148(1)
Normal Maps
149(2)
Displacement Maps
151(3)
Transfer Maps
154(18)
Rendering Maps
172(9)
Conclusion
181(2)
Part IV Anatomically Correct
183(88)
Nucleus
185(20)
Nucleus
186(18)
Conclusion
204(1)
Skeletons
205(28)
Skeletal Motion
206(3)
Hinge Joints
206(1)
Pivot Joints
207(1)
Ball-and-Socket Joints
207(1)
Saddle Joints
207(2)
Building an IK System
209(1)
Modeling Bones
210(2)
Bone Orientation
212(3)
Rigging
215(17)
Conclusion
232(1)
Muscles and Tendons
233(22)
Muscles
234(4)
Tendons
238(6)
Custom Muscles
244(9)
Conclusion
253(2)
Skin
255(16)
Settng Up the Anatomy
256(13)
High-Resolution Skinning
269(1)
Conclusion
270(1)
Part V Production
271(26)
Animation
273(14)
Initial States
274(2)
Muscles and Bones
276(10)
Conclusion
286(1)
World Dynamics
287(10)
Object Interaction
288(5)
Conclusion
293(4)
Index 297
Todd Palamar has worked in the computer animation industry for over 17 years. He has done special effects work for several direct-to-video films and worked on numerous video games, including Sega of Japan's, coin-operated title, Behind Enemy Lines, as well as Dukes of Hazzard and Trophy Buck 2 for the Sony PlayStation console. Todd currently heads up all character development for Vcom3D, Inc.