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EBooks » 3D
 Digital Lighting contains strategies for lighting design that are relevant to any digital artist. It presents an awareness of computer lighting models, how they differ from real-world lighting effects, and how to approach 3D lighting projects differently from practical light. Topics covered include: What good lighting can do for you; Light sources; Shading; Shadows; Exposure and content; Color: temperature, correction, mood; Qualities of light; 3-point lighting; Indirect illumination; Multipass rendering and compositing; Lighting in production; and Case studies: natural lighting, interior lighting, character lighting, and effects lighting.  If you thought Angelina Jolie was responsible for Lara Croft's curves, think again! Long before the Hollywood actress brought the Tomb Raider heroine to life, Alias' 3D modeling software Maya was used to create the lovely Lara; Ms. Jolie simply filled in her curves! When you're ready to start creating equally compelling characters of your own, you need this comprehensive volume! In these pages, gaming-industry veteran Antony Ward uses a combination of informative narrative, hands-on tutorials, and a slew of illustrations and screen shots to show you how to use Maya to address the most complex element of game creation-developing great characters! As you follow along, Antony uses the development of two diverse characters-a female figure and a fantastical character with outrageous proportions, wings, and a demon-like face-to demonstrate the techniques involved in modeling detailing, optimizing, texturing, rigging, binding, and animating characters with Maya. The companion CD includes lesson files, scripts, an automatic rigging tool, demo software, and more!  Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work.
* Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems. * Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds. * Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics. * Covers the full range of LOD methods from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement. * Includes an accompanying Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more.
 DirectX 9 Graphics: The Definitive Guide to Direct3D provides a detailed and comprehensive guide to getting started with DirectX, with a specific focus on Direct3D, a technology designed to create interactive multimedia products. This book demystifies DirectX, starting with the basics of setting up a DirectX application and finishing with the intricacies of real-time 3D animation. Learn how to: * Create and render 3D worlds. * Use index and vertex buffers to represent 3D primitives. * Apply 3D mathematical theory to graphic design. * Export 3D models from 3D rendering applications and import them into DirectX as meshes. * Save and load data using X files. * Create snow, rain, fog, and more using point sprites and particle systems. * Animate pixel data on textures. * Enhance your game world with real-time lighting and texture mapping. * Employ skeletal animation to animate meshes.
About the Author Alan Thorn is an experienced and well-traveled freelance programmer and games developer living in London. He frequently fulfills the roles of programmer, graphic artist, writer, and special effects expert as he delivers creative solutions to some of the largest corporations in the entertainment and leisure industry. He is also the author of DirectX 9 User Interfaces: Design and Implementation. Salam
Here is excellent Lightwave 3D 8 Cartoon Character Creation Volume 1 & 2 ebooks...
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