The Art of 3D

Computer Animation and Effects


Author: Isaac V. Kerlow

Publisher: John Wiley & Sons

ISBN: 9780471430360

Category: Architecture

Page: 451

View: 3036

An updated, richly illustrated guide to creating 3D animation and special effects offers a step-by-step approach to the latest artistic and technical 3D animation techniques, taking readers through the entire process of creating a fully rendered 3D computer animation on any computer platform and covering such topics as multiple production pipelines, motion capture, image-based rendering, and more. Original. (Intermediate)

Creating the Art of the Game


Author: Matthew Omernick

Publisher: New Riders

ISBN: 9780132705073

Category: Computers

Page: 320

View: 827

The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.

The Art and Science of Computer Animation


Author: Stuart Mealing

Publisher: Intellect Books

ISBN: 9781871516715

Category: Computers

Page: 308

View: 1724

Bridging the gap between the designer/animator and the scientific programmer, this book is a comprehensive -- and comprehensible -- introduction to the techniques and technology used in computer animation.Particularly valuable to those new to the field, or with no prior expertise, this book includes an extensive bibliography and glossary of terminology in current use.

The Art of Videogames


Author: Grant Tavinor

Publisher: John Wiley & Sons

ISBN: 9781444310184

Category: Computers

Page: 240

View: 6335

The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

Polygonal Modeling: Basic and Advanced Techniques


Author: Mario Russo

Publisher: Jones & Bartlett Learning

ISBN: 1449631487

Category: Computers

Page: 412

View: 4844

Polygonal modeling is the process of creating objects in a 3D environment. It is the foundation for the creation of all 3D graphics and the essential building block of a career in computer graphics. Polygonal Modeling: Basic and Advanced Techniques provides in-depth coverage of polygonal modeling, including practical lessons on topology construction, a focus on the fundamentals of subdivision workflow, and a discussion of the technical aspects of modeling organic and inorganic objects. The book includes illustrated quick start modeling guides to 3ds max and Maya. Explore and evaluate a variety of subdivision techniques. Learn about polygonal objects and their most common properties. Discover how to use the tools and operations found in major 3D packages for polygonal modeling. Follow along with the step-by-step illustrated exercises that demonstrate the process of character modeling.

Game Modeling Using Low Polygon Techniques


Author: Chad Gregory Walker,George Eric Walker

Publisher: Charles River Media

ISBN: 9781584500551

Category: Computers

Page: 353

View: 7293

Demonstrates the programming techniques required to create realistic computer games, including sketching, modeling, texturing, U.V. mapping, and such 3D applications as Lightwave, Maya, and C4D.

Papyro-plastics, Or The Art of Modelling in Paper

Being an Instructive Amusement for Persons of Both Sexes. From the German


Author: Bernard Heinrich Blasche,Daniel Boileau

Publisher: N.A


Category: Models and modelmaking

Page: 102

View: 3532

Papyro-plastics, Or the Art of Modelling in Paper

With Ample Directions to Draw with a Ruler and Compass the Flat Paper Figure of the Object to be Represented, and Afterwards to be Cut, Fold, Join and Paint the Same, So as to Form a Neat Representation of the Given Object on a Small Scale


Author: Bernhard Heinrich Blasche

Publisher: N.A


Category: Models and modelmaking

Page: 97

View: 7656

The art of Maya

an introduction to 3D computer graphics


Author: Alias (Firm)

Publisher: Sybex


Category: Computers

Page: 236

View: 3403

Explores the features of the tool for creating 3D modeling, animation, and rendering.

The art of 3-D

computer animation and imaging


Author: Isaac Victor Kerlow

Publisher: Wiley


Category: Computers

Page: 434

View: 7046

The complete state-of-the-art guide to 3-D computer animation and imaging. Essential for visual effects production, computer games,online interactive multimedia, and more! Incorporating the latest computer animation techniques and technology, this outstanding guide offers clear step-by-step coverage of the entire process of creating a fully rendered 3-D computer still image or animation from modeling and rendering to animation and compositing. Designed to work with any computer platform, the book cuts through the technical jargon and features hundreds of inspiring color images and easy-to-understand instructive diagrams many of them new from visual effects in movies, animated films, TV shows, and computer games. This edition has been fully revised and updated, including new material on the latest character and facial animation techniques and an overview of the digital production process, plus information on subdivision surfaces, image-based rendering, motion capture, and other current techniques. Whether you are a student, an independent artist or creator, or a production company team member, you'll find countless expert tips on how to improve the artistic and technical level of your 3-D computer animation. * Non-platform specific * 500 full-color images * Newest computer techniques * Practical, step-by-step approach * Up-to-date guide to Internet resources.

The Art of 3-D Computer: Animation and Imaging


Author: Isaac V. Kerlow

Publisher: Wiley

ISBN: 9780471286493

Category: Computers

Page: 432

View: 5418

A clearly written guide for the professional or student interested in the production of 3-D computer images. This non-platform specific guide provides a wealth of understandable information, four-color and black and white illustrations, and hundreds of tips. Written by an authority in the field, this book takes the reader through a step-by-step approach to learning this exciting.

The art of computer graphics programming

a structured introduction for architects and designers


Author: William John Mitchell,Robin S. Liggett,Thomas Kvan

Publisher: Van Nostrand Reinhold Company

ISBN: 9780442259914

Category: Architecture

Page: 572

View: 9980

Looks at plotters, printers, and graphics input devices, introduces graphics programming techniques, and discusses advanced techniques

The Geometry of an Art

The History of the Mathematical Theory of Perspective from Alberti to Monge


Author: Kirsti Andersen

Publisher: Springer Science & Business Media

ISBN: 9780387489469

Category: Mathematics

Page: 814

View: 5430

This review of literature on perspective constructions from the Renaissance through the 18th century covers 175 authors, emphasizing Peiro della Francesca, Guidobaldo del Monte, Simon Stevin, Brook Taylor, and Johann Heinrich. It treats such topics as the various methods of constructing perspective, the development of theories underlying the constructions, and the communication between mathematicians and artisans in these developments.

State of the Art in Computer Graphics

Visualization and Modeling


Author: David F. Rogers,Rae Earnshaw

Publisher: Springer Science & Business Media

ISBN: 9780387975603

Category: Computers

Page: 368

View: 3193

Today one of the hardest parts of computer aided design or analysis is first modeling the design, then recording and verifying it. For example, a typical vehicle such as a tank, automobile, ship or aircraft might be composed of tens of thousands of individual parts. Many of these parts are composed of cylinders, flats, and simple conic curves and surfaces such as are amenable to modeling using a constructive solid geometry (CSG) approach. However, especially with the increasing use of composite materials, many parts are designed using sculp tured surfaces. A marriage of these two techniques in now critical to continued development of computer aided design and analysis. Further, the graphical user interfaces used in most modeling systems are at best barely adequate to the required task. Critical work on these interfaces is required to continue pushing back the frontiers. Similarly, once the design is modeled, how are the varied and diverse pieces stored, retrieved, and modified? How are physical interferences prevented or eliminated? Although considerable progress has been made, there are still more questions and frustrations than answers. One of the fundamental problems of the 1990s is and will continue to be modeling. The second problem is interpretation. With the ever increasing computational power available, our ability to generate data far exceeds our ability to interpret, understand, and utilize that data.

The Art and Technique of Matchmoving

Solutions for the VFX Artist


Author: Erica Hornung

Publisher: Taylor & Francis

ISBN: 1136135731

Category: Art

Page: 288

View: 8787

Matchmoving has become a standard visual effects procedure for almost every situation where live action materials and CG get combined. It allows virtual and real scenes that have been composited together to seamlessly appear as though they are from the same perspective. This authoritative step-by-step guide from one of the best matchmovers in the business allows you to master this technique that has been called the foundation upon which all VFX work stands. Author Erica Hornung (sr. matchmover for Lord of the Rings: The Two Towers, Matrix: Revolutions, and more) imparts her techniques, tips, and wisdom from the trenches that will have you matchmoving like a true professional in no time. Lessons in the most popular matchmoving software (Maya, Boujou, and others) are included, as well as tips and techniques for surveying on set, dolly moves, and operating nodal cameras. Individual chapters dedicated to object and character matchmoves show you how to matchmove for shadow casting, adding weapons and other objects, focusing on center of gravity, as well as complete CG character support. The companion DVD includes Quicktime examples of techniques shown in the book, as well as project files that allow you to master these techniques yourself by working alongside the lessons featured in the text.

Character Modeling with Maya and ZBrush

Professional polygonal modeling techniques


Author: Jason Patnode

Publisher: CRC Press

ISBN: 1136141820

Category: Art

Page: 408

View: 9325

Create believable CG character models with this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the companion DVD to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel