
Résumé
3d Graphics & Animations is the book to help readers break into the 3D marketplace. Learn from the experiences of working professionals as shared through insightful interviews. As a second edition, this book builds on the well-received segments of the first edition to cover the basics of 3D in general terms starting with "What is 3D?" and progressing step-by-step through modeling, texturing, lighting and animation. The book also offers coverage of such related topics as developing a story concept, storyboarding, and putting together a demo real and portfolio. It even provides interview tips! New elements in this second edition include interviews from industry leaders as well as application specific tutorials for 3ds max 4, Maya 4, and LightWave 7 that are included on the CD.
Contents- 1. The Virtual Path.
- What Is 3D, Anyway? Basics of 3D Software. How Are 3D Graphics Used? What Kinds of Jobs Are Available? What's It Like to Be a 3D Artist? Interviews with Two Production Artists. How Do I Learn More about the Field?
- 2. Delving into Cyberspace.
- Expanding from 2D to 3D. Principles of 3D Graphics.
- 3. Modeling Basics.
- Modeler Concepts. Working in the 3D World. 2D Shapes. Turning 2D Shapes into 3D Objects. 3D Primitives. Transforms. Deforms. Duplicating Mesh. Digging In. 3D Modeling Tutorials.
- 4. Modeling: Beyond the Basics.
- Reference and Accuracy. Mesh Tessellation and Optimization. Radius Edges and Bevels. Deform Modifiers. 3D Booleans. Editing Mesh. Displacement Mapping. Building Organic Forms. 3D Modeler Interviews. Modeling Alternatives. Intermediate Modeling Tutorials.
- 5. Low-Poly Modeling.
- The Real-Time Explosion. Nailing the Specs. Low-Poly Techniques. Game and Web Asset Artist Interviews. Low-Poly Modeling Tutorial.
- 6. Texture Mapping.
- Mapping Defined. Light and Color. Render Limits. Surface Attributes. Map Channels. Procedural Textures. Animated Textures. Tiling. Face Mapping. Decals. Texture Tools. Mapping Coordinates. Mastering Maps. Mapping Tutorials.
- 7. Lighting.
- Principles of Light. 3D Lighting Basics. Lighting Controls and Effects. Lighting Strategies. Lighting Tips and Tricks. Lighting Tutorials.
- 8. The Camera.
- Camera Basics. Camera Movement. Directing the Camera. Camera Tutorials.
- 9. Animation.
- Animation Basics. Character Setup: An Interview with Eric Ronay. Visual Effects. Animation Tutorials.
- 10. Rendering and Output.
- Rendering. Alternative Renderers. Post-Production Effects. Output. Rendering and Output Tutorials.
- 11. The Reel.
- The Hero's Journey. Getting into Character. Telling Your Story. Developing a Concept. Writing the Script. Designing the Look. Planning the Action. Producing the Animation. Editing Your Scenes. Adding Post-Production Effects. Adding Emotion with Sound. Original 3D Works: Creator Interviews.
- Appendix A. Glossary of Terms.
- Appendix B. Contributors.
L'auteur - Mark Giambruno
Mark Giambruno was born in 1957 in the small California
foothills town of Placerville. He grew up in Sacramento,
where he enjoyed annoying his teachers with epic space
battles drawn during classes in the margins of his
schoolwork. In high school and college he pursued classes
in art and electronics, but found the display-less
computers of the time utterly boring.
In 1982, he used his younger brother’s need
for computer access at home as an excuse to buy his first
microcomputer—an Atari 800—and
has been heavily involved with computing ever since. He
started his own computer graphics firm in 1990 and took on
San Francisco-based Mondo Media as one of his main clients.
When he was free to relocate, Mondo offered him a full-time
position, and he become one of their lead artists and
project directors. He conceptualized, managed, and created
graphics for many of the company’s projects,
including those for such clients as Microsoft, Sierra
Semiconductor, and Compaq.
After a few years of doing business-oriented multimedia, he
went on to head up Mechadeus’s first two
CD-ROM games, Critical Path and The Daedalus Encounter
(featuring Tia Carerre of Wayne’s World fame).
His responsibilities on Daedalus included design,
co-writing the script, art direction, and editing. He also
wrote The Official Guide to The Daedalus Encounter for
BradyGAMES, which chronicles the project and provides hints
and tips for completing the game.
Later projects for Mondo Media included art direction of
game cinematics for Mechwarrior 3, Under Cover, and Alpha
Centauri: Alien Crossfire, as well as creating and art
directing in-game assets for both Star Fleet Command
releases. He also art directed Spiral, a Flash-based Mondo
Mini Show with character designs by Toshihiro Kawamoto
(Cowboy Bebop, Gundam, Golden Boy).
Currently, he is an independent contractor providing
writing, 3D modeling, design, and animation services
through his Binary Arts company. His most recent projects
include co-writing the English adaptations of two Japanese
detective novels, Under Cover and Angel’s
Fang, both by #1 bestselling author Arimasa Osawa.
His favorite diversions include watching subtitled anime
and playing FPS games like Unreal Tournament and Return to
Castle Wolfenstein.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | New Riders |
Auteur(s) | Mark Giambruno |
Parution | 27/06/2002 |
Édition | 2eme édition |
Nb. de pages | 588 |
Format | 18,7 x 23 |
Couverture | Broché |
Poids | 1070g |
Intérieur | Quadri |
EAN13 | 9780735712430 |
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