
Résumé
- Complete review by Caligari trueSpace Evangelist Terry Cotant
- Written by the leading trueSpace expert, Frank Rivera
- Officially endorsed by Caligari's President, Roman Ormandy, the creator of trueSpace
- The only professional level book available on trueSpace--the most popular low-priced 3D package on the market
Table of contents
- Introduction
- Inside trueSpace4 Chapter by Chapter
- Extra Goodies
- Keep in Touch
Part I - Introduction
- Chapter 1 - What's New, Features at a Glance
- Modeling
- Animation
- Render Engine
- 3D Widgets and Menus
- Other Improvements
- Summary
- Chapter 2 - Getting in the Right State of Mind
- Viewing the World Around Us
- Viewing the World Through trueSpace
- A Brief Look at the trueSpace Interface
- 3D Object Construction Basics
- About the Tutorials in This Book
- The trueSpace Manual
- Take the Time to Observe
- Unbottle Those Creative Juices
- Summary
Part II - Modeling
- Chapter 3 - Modeling
- The trueSpace Modeling Environment
- Selecting Vertices, Edges, and Faces
- Manipulating Selected Surfaces: The Point Edit Panel
- The Point Draw Tools
- Away with Those Superfluous and Redundant Polygons
- Modeling by Extruding Surfaces
- Modeling with the Surface Sculpt Tool
- Modeling and the Deform Object Tool
- Modeling with Metaballs
- Understanding NURBS
- Modeling with NURBS
- Summary
- Chapter 4 - Character Modeling
- Modeling Frankenstein's Monster
- The Simple Method
- Modeling a Superhero from Spheres
- Modeling the Human Form with Metaballs
- Modeling a Cybernetic Marine from Simple Primitives
- Summary
Part III - Surfacing and Texturing
- Chapter 5 - Surfacing
- Surfacing 101
- Surface Attributes: Exploring Reflective Surfaces
- Understanding UV Space
- UV Projection Per-Face
- Surfacing Groups of Faces
- Decaling
- Procedural Textures
- Adding Fine Details to Surfaces
- Material Libraries
- Selecting Images, Things to Consider
- Summary
- Chapter 6 - Texture Creation and Management
- Acquiring Images
- Other People's Stuff
- Post-Production Modifications
- Creating Seamless Textures
- Creating Bump Maps
- Creating Alpha Channel Textures
- Using Textures in trueSpace Scenes
- Summary
Part IV - Animating
- Chapter 7 - Animation
- Creating Your First Animation
- Animating with Deform Primitives
- Animating with the Deform Object Tools
- Bones
- Animating with Spline Paths
- Summary
- Chapter 8 - Secrets of The KeyFrame Editor
- KeyFrame Editor Basics
- The Toolbar
- The Object Tree
- The Animation Track Pane
- Editing Keyframes and Actions
- Scene Keyframes
- Function Curves
- Summary
- Chapter 9 - Advanced Bones
- Bones and Humanoid Characters
- The Skeleton Panels
- Editing Joints
- Attaching Skin to Skeleton
- Flexing Some Muscle
- Attaching an Object to a Bone
- Summary
- Chapter 10 - Character Animation
- Plan, Plan, Plan Your Character First
- Posing Your Characters
- Animating Franky
- Tweaking a Walk Cycle to Change a Character's Mood
- Skeletal Animation and Reusability
- Summary
Part V - Lighting and Camera
- Chapter 11 - Rendering Precursor, What Are Your
Options
- Understanding 3D Light
- The Render Options Panel
- The Radiosity Panel
- Hybrid Radiosity
- Preview Scene to File Panel
- Summary
- Chapter 12 - Lighting in trueSpace
- The Light Control Panel
- Light Types in trueSpace4
- The Ins and Outs of Shadows
- Effective Lighting
- Color and Mood
- Putting It All Together
- Summary
- Chapter 13 - Atmospheric Effects and Advanced
Lighting
- Creating Particle Effects
- Enhancing Effects with Photoshop Filters
- trueSpace4's Lens Flares and Glow
- Effects Compositing
- Object Generation for Atmospheric Effects
- Using Shaders to Create Atmospheric Effects
- Fog
- Volumetric Lights
- Summary
- Chapter 14 - Previsualizing Pyrotechnic Effects
- Previsualization
- The Explosion
- The Aftermath
- Black Rising Smoke
- Summary
- Chapter 15 - Radiosity
- Radiosity Basics
- The Radiosity Panel
- Working with Radiosity
- Modeling Considerations
- Correcting Radiosity Artifacts
- Summary
- Chapter 16 - trueSpace Cinematography
- The Camera Tool
- Thinking Like a Cinematographer
- Following the Action
- Motion Blur
- Summary
Part VI - Taking the Next Step
- Chapter 17 - Creating a Short Film
- Tell a Story
- The Storyboard
- After the Storyboard: The Workflow
- Budget
- Managing The Tomb Project
- How Does It End?
- Summary
- Chapter 18 - Creating Your Very Own 3D Media
Studio
- Tools of the Trade
- What Can Be Done in Your Digital Studio?
- Input Devices: Working with the Real World
- Output: The End Result
- Summary
Part VII - Appendixes
- Appendix A - Creating Games
- Games Are Serious Business
- Game Design I: Refine Your Idea
- Game Design II: Implementation
- Target System Concerns
- Summary
- Appendix B - Shading Formulas
- Transparent Objects
- Ceramics
- Metals
- Appendix C - Getting Your Work Viewed by the
Masses
- Contests
- Mass Market Videos
- Magazines
- Appendix D - What's on the Resource CD
- Actions
- Adobe
- Animator
- Artbeats
- VCE
- Bitmap Genesis
- Chapters
- Codecs
- DarkTree Textures
- Exploder
- Games
- Images
- Plug-ins and Filters
- Textures
- Marlin Studio
- Glossary of 3D terms
- Index
Caractéristiques techniques
PAPIER | |
Éditeur(s) | New Riders |
Auteur(s) | Frank Rivera |
Collection | Inside |
Parution | 02/02/1999 |
Nb. de pages | 674 |
Format | 230 x 190 |
EAN13 | 9781562059576 |
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