EBooks » 3D
[1] [2] [3] [4] [Page 5] [6] [7] [8] [9]
By: Sean Bonney, New Riders Team
Publisher: New Riders Press
ISBN: 0735713871


The world of 3D modeling and animation is a complex one. Lucky for you, with Inside 3ds max 7, you get not just one instructor but a team of expert developers and trainers who cover the newly revised program from every angle. Using case studies to uncover real-word solutions as well as hands-on tutorials to help you arrive at practical answers to everyday issues, this all-in-one reference is the answer to your 3ds max prayers. You'll find out how to use 3ds max's production tools (plus the whys behind their use) and be exposed to informative, inspirational examples of varying artistic styles. And when you're ready, you'll also find complete coverage of advanced topics: camera matching, character rigging, rendering, compositing, and more. To complete the learning package, a companion CD includes all of the book's lesson files. Whether you're a game designer, Hollywood effects wizard, or industrial designer you'll soon be creating out-of-this-word worlds with 3ds max 7 and this guide.


Details : No information
Pages : 1172

  • Paperback: 1200 pages
  • Publisher: Sams; 3 edition (June 30, 2004)
  • Language: English
  • ISBN: 0672326019
    Average Customer Review : 4/5

    Book Description
    In a world where everything from how we take pictures to how we get our food is designed to happen as quickly and easily as possible, it can take a lot longer to learn how to make it all work behind the scenes. Theories and concepts can weigh you down when all you really want to know is how to create, design and go. That's where OpenGL SuperBible comes in. Complete with supporting figures and a CD packed with free tools, demos and libraries, OpenGL SuperBible simplifies 3D programming concepts without wasting your time with programming theory. Mac and Windows users will both find this comprehensive hands-on guide helpful as you learn to program for games, visualization applications and multi-platforms. This is the ultimate resource for any new programmer.


  • The migration of immersive media towards telecommunication applications continues to advance. Impressive progress in the field of media compression, media representation, and the larger and ever-increasing bandwidth available to the customer, will foster the introduction of these services in the future. It is widely accepted that this trend towards immersive media is going to have a strong impact on our daily life.
    The ability to evoke a state of ‘being there’ and/or of ‘being immersed’ into media applications will no longer remain the domain of the flight simulators, CAVE systems, cyberspace applications, theme parks or IMAX theatres. It will arise in offices, venues and homes and it has the potential to enhance quality of life in general.

    If you are involved in the world of 3D in any way—or even if you're simply a student of art and design theory—please take a look at this book. It's an amazing piece of work, exploring the theory and practice of applying texturing maps and paint effects to models and scenes. Yet somehow that doesn't do the book justice, possibly because author Owen Demers grounds his discussion in such solid fundamental ground that the book comes off as equal parts museum catalog, art school text, and industry profile. Face it, most 3D students and professionals have limited skill sets in art theory; yet these people are expected to turn out ever-higher quality work to keep up with audience expectations. We're beyond the days of dancing gasoline pumps... the release of Final Fantasy signals a new benchmark for mass-audience expectations of realistic quality in 3D. Want to know how to do this stuff right? Check out [digital] Texturing & Painting. Each edition of the New Riders [digital] series addresses a distinct discipline: Character Animation; Lighting & Rendering; and now Texturing & Painting (editions on modeling, compositing, and more are in development). What makes Owen Demers such an expert? He's the guy behind the incredible surface texturing in Bingo, the proof-of-concept digital short made with Alias|Wavefront's Maya when it first released. I still remember people walking out of the theatre at SIGGRAPH shaking their heads in disbelief after seeing the hair, the pores on the skin of the characters... "How did they DO that?" Owen teaches you what you need to know before you fire up your software.
    [1] [2] [3] [4] [Page 5] [6] [7] [8] [9]
     
    Username:
    Password:
     
    Sign Up | Lost Password
     
     

    Execution time : 0.0167939662933