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Game Modeling Using Low Polygon Techniques
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Game Modeling Using Low Polygon Techniques

Game Modeling Using Low Polygon Techniques

Chad Walker, Eric Walker

354 pages, parution le 01/12/2001

Résumé

The multi-billion dollar computer game industry is growing at an incredible rate, and the competition to produce real-time games with faster, more realistic effects is fierce. Mastering real-time issues is a challenge for even the most seasoned developers, but one essential tool for overcoming real-time problems is to use low polygon models. The Art of Low Polygon Count Modeling teaches modelers how to create game-ready 3D models using any 3D application. Through step-by-step instructions, modelers learn the necessary skills, organizational techniques, and most effective ways to use 3D applications to create low poly models. Tutorials and "how-to" guidelines teach users modeling techniques from the initial sketch phase to final development.

KEY FEATURES:

  • Thoroughly details the creation and conceptual designs of models
  • Walks modelers through the creation of 15 fully usable game models
  • Explains the importance of UV mapping and how to properly map models
  • Teaches the "how-to's" for creating solid texture maps including selecting, photographing, editing, and blending pictures to create maps
  • Covers the final production phase by bringing all the techniques together
  • CD-ROM includes everything needed to complete the tutorials from the book
  • Also includes images from the book in full color and everything needed to complete the tutorials and each 3D model including the textures, 3D model steps, alpha channel maps, and sketches - Includes an 8-page color insert
Contents

Concept Art: Tools of the Trade

  • Time to Sketch It,
  • Male and Female Figures,
  • Cartoon Characters,
  • Animals and Creatures,
  • Vehicles,
  • Nature,
  • Cover Designs,
  • Conclusions.
Modeling in 3D: Modeling Techniques
  • Tools/Software,
  • What is L.O.D. Testing?,
  • Modeling the Figures (Barbarian, Lady Marine, Civil War Soldier, Human Hand),
  • Modeling Cartoon Characters,
  • Modeling Animals and Creatures,
  • Modeling Vehicles,
  • Modeling Nature,
  • Review of Modeling.
Textures: Introduction
  • Tools for Texturing,
  • Getting and Using Textures,
  • Texturing Figures(Barbarian, Lady Marine, Civil War Soldier, Human Hand),
  • Texturing Cartoon Characters (Hero, Villain, Weapon),
  • Texturing Vehicles (Car, Hi-tech Van, Mechanical Warrior),
  • Texturing Nature (Tree, Plant, Flower),
  • Final Note on Texturing.
U.V. Mapping Coorindates: What are U.V. Mapping Coorindates
  • Tools of the Trade,
  • Maps and Placement,
  • U.V. Mapping Male and Female Figures (Barbarian, Lady Marine, Civil War Soldier, Human Hand),
  • U.V. Mapping Animals and Creatures (Horse, Stegosaurus),
  • U.V. Mapping Vehicles (Car, Hi-tech Van, Mechanical Warrior),
  • U.V. Mapping Nature (Tree, Plant, Flower),
  • Conclusion
Final Assignments: Putting it All Together
  • Doing Your Own Character,
  • Check list of What to Do,
  • Conclusion.

Caractéristiques techniques

  PAPIER
Éditeur(s) Charles River Media
Auteur(s) Chad Walker, Eric Walker
Parution 01/12/2001
Nb. de pages 354
Format 18,6 x 23,4
Couverture Broché
Poids 700g
Intérieur Noir et Blanc
EAN13 9781584500551
ISBN13 978-1-58450-055-1

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