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E-raamat: Real World Modo: The Authorized Guide: In the Trenches with Modo [Taylor & Francis e-raamat]

  • Formaat: 348 pages
  • Ilmumisaeg: 31-Aug-2009
  • Kirjastus: Focal Press
  • ISBN-13: 9780080957982
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 348 pages
  • Ilmumisaeg: 31-Aug-2009
  • Kirjastus: Focal Press
  • ISBN-13: 9780080957982
Teised raamatud teemal:
Explore one of the most exciting 3D tools on the market, modo, with Real-World modo - the Luxology approved, concept and principle- driven guide. Learn to apply the revolutionary, artist-friendly modo toolset with its powerful 3D rendering engine to your project workflows. In a clear, motivating, and entertaining style, Luxology insider, Wes McDermott, provides captivating 3D imagery, real world observations, and valuable tips and tricks all in one place - an invaluable resource for any digital artist.

Explore 3D techniques and principles with chapters on modelling, UV mapping, texturing, animation, lighting and rendering. Learn to leverage the technical elements of the modo rendering engine including Antialaising, Shading Rate and Irradiance Caching from an artist's perspective. Integrate modo with other 3D applications such as Maya and Mudbox and learn to properly setup a linear rendering workflow within modo. For practical, hands-on techniques, you can visit www.wesmcdermott.com for video walk-throughs that further enhance the coverage in the book.
Acknowledgments xiii
Introduction xv
Basic Training
1(12)
Working as a 3D Artist
1(2)
Experience
2(1)
Disciplines
2(1)
Education: It's up to You
3(1)
Resource Library: The Life Blood of a 3D Artist
4(2)
Technical Information
4(1)
Assets
5(1)
Software: It's Only a Tool
6(1)
Learning to See: Switching off Auto Mode
7(5)
Emotional Content
7(1)
Flipping the Switch
8(4)
Summary
12(1)
Becoming a Modonaut
13(44)
Way of the modo: User Interface and Customization
14(10)
Form and Input Editors
15(2)
Statistics and Information
17(2)
Display
19(1)
Preferences
20(4)
The Work Plane
24(2)
Action Centers, Snapping, and Falloffs
26(4)
Action Centers
26(2)
Snapping
28(2)
Falloffs
30(1)
The Tool Pipe
30(2)
The Shader Tree
32(2)
Item List and Groups
34(2)
Item List
35(1)
Groups
35(1)
Preset Browser
36(1)
Modeling and Animation Toolsets
37(6)
Animation Tools
37(4)
Modeling Tools
41(2)
Painting and Sculpting Toolsets
43(5)
Painting Tools
43(4)
Sculpting Tools
47(1)
Vertex Maps
48(3)
Weight Maps
49(2)
Rendering
51(1)
Scripting and Commands
52(1)
Modo for Maya Users
52(3)
Differences
53(1)
Commonalities
54(1)
The Modo Community
55(1)
Summary
56(1)
Modeling
57(42)
Modeling Methods
58(9)
Subdivision Modeling
58(5)
Patch Modeling
63(4)
Modeling Reference
67(2)
Backdrop Item
67(2)
Making Selections
69(2)
Loop Selections
69(1)
Using the Arrow Keys
69(1)
Select Connected
70(1)
Selection Sets
71(1)
Detailing the Mesh
71(7)
Adding Detail
72(5)
Shaping the Mesh
77(1)
Topology
78(8)
Creating a Clean Geometry
79(1)
Polygon Flow
80(3)
Edge Loops
83(3)
Replicators
86(3)
Groups
86(1)
Vertex Maps
87(1)
Surface Generators
87(2)
Working with Hair
89(8)
Creating Hair
89(4)
Styling Hair
93(4)
Summary
97(2)
UV Mapping
99(34)
Understanding UV Space
99(10)
UV Coordinates
100(1)
Maximizing Detail
101(3)
UV Aspect Ratio
104(5)
Mapping Out a Strategy
109(8)
Single UV Map
109(1)
Multiple UV Maps
110(2)
Surveying the Model
112(2)
UV Tiles
114(3)
UV Unwrap
117(14)
Unwrap Tool
117(3)
UV Relax
120(1)
Understanding UV Seams
121(3)
Unwrapping a Hand
124(7)
Summary
131(2)
Texturing
133(30)
Collecting Reference
133(1)
Using Texture Maps
134(18)
Setting Material Properties
134(2)
Map Types
136(16)
The Shader Tree
152(4)
Groups
152(2)
Group Masks
154(2)
Texturing Hair
156(6)
Fur Material
156(2)
Using the Strip Type
158(1)
Using Gradients
159(3)
Summary
162(1)
Animation
163(24)
Morph Maps
164(9)
Working with Morph Maps
164(1)
Adding Morph Deformers
165(1)
Creating a Controller
165(2)
Creating the User Channels
167(1)
Creating a Link to the Morph Deformers
168(1)
Direct Link
169(3)
Configuring the Morph Controller
172(1)
Adding an Assembly Command
173(1)
Inverse Kinematics
173(13)
Setting Up IK
174(1)
Rigging the Robot Arm
175(11)
Summary
186(1)
The Camera: Bringing It into Focus
187(32)
The Camera
187(21)
Focal Length
188(2)
Film Back
190(1)
The Resolution Gate and Film Aspect Ratio
191(1)
Depth of Field
192(1)
Lens Artifacts
193(13)
Motion Blur
206(2)
Matching Real-World Cameras
208(9)
Aspect Ratio
209(2)
Matching the Camera
211(6)
Summary
217(2)
Lighting and Rendering
219(34)
Characteristics of Light and Shadow
219(9)
Light
220(5)
Shadow
225(3)
Photometric Lights
228(1)
Deep Shadows
229(1)
Global Illumination
229(7)
Irradiance Caching
230(1)
Monte Carlo
231(1)
Environment
231(1)
Image-Based Lighting
232(4)
Using sIBL in 401
236(1)
Lighting Phenomena: Volumetrics and Caustics
237(3)
Volumetrics
237(2)
Caustics
239(1)
Light Linking
240(2)
Studio Lighting: Reflectors
242(1)
Render Settings
243(7)
Antialiasing
243(2)
Geometry
245(4)
Ray Tracing
249(1)
Rendering for Print
250(2)
Summary
252(1)
Advanced Lighting and Rendering: Working in Linear Space
253(16)
Dynamic Range
254(1)
Floating Point
255(2)
Gamma
257(1)
Setting Up a Linear Workflow in Modo
258(5)
Rendering and Saving in Linear Space
258(5)
Gamma Correcting Renders
263(1)
Render Outputs
263(3)
Render Passes
264(1)
Material Masks
265(1)
Tone Mapping
266(1)
Summary
267(2)
Using modo with Maya
269(22)
Why Use Maya?
269(1)
My Workflow
270(1)
FBX
270(5)
Working Units
272(3)
Animation
275(15)
Camera
275(2)
Adjusting Curves
277(2)
MDD
279(11)
Summary
290(1)
Creating Real-time Assets
291(34)
Examples
292(31)
Tug Example
292(13)
Simple Building Example
305(18)
Summary
323(2)
Bonus Resources 325(2)
Index 327
By Wes McDermott, Wes has been a professional 3D artist for 10 years, working in video production and print design. For the past six years, Wes has been the Multi-Media Developer for UPS Airlines at the Flight Training Center. He creates various 3D elements for video and interactive online training. Published in HDRI 3D magazine and a featured artist at Luxology.com, Wes has participated in beta tests for both Luxology and Autodesk, leading 3D software companies.