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EBooks » 3D
 Have you ever thought in creating 3D character? If so, then you must asked yourself the following questions:
1-How do I model my character?
2-How do I enhance my character look with materials?
3-How do I animate my new character?
These questions form the basic steps to bring your character to
life. Michele Bousquet has answered them in his book Model RIG Animate
with 3DS Max 7.
The first and the second chapters answer the first two questions
about modeling and adding materials to the character. Starting with
pre-training on the tools used in modeling and adding materials,
Michele goes step by step in his tutorial and applies each tool on the
example included in the book CD.
The preparation for animation process is covered well in the third,
fourth and fifth chapters. Chapter 3 teaches you how to assign bones
for the model. Adding RIGs to the bones process is described in chapter
4. After completing the bones, chapter 5 is concerned with associating
the bones with the model, which is known as the skinning.
My favorite topic, animating the model, is covered in the last two
chapters. Chapter 7 is concerned with the character modeling, when
chapter 8 concentrates on the facial animation.
This book is a must-have reference for animators, designers and
teachers who want to deliver the modeling and animation with rigging
features in 3DS Max7 in a simple focused way.
A careful look at the real world and you begin
to realize that most of the detail you see is a result of subtle lighting
effects. Your perception of reality is affected by very subtle changes in the
way light interacts with the objects around you. Therefore, if your goal is to
recreate reality (or to create a new reality), you must include as many of
these effects as possible.
Advanced Lighting and Materials with Shaders
explains the principles of lighting theory and discusses how to create
realistic lighting that takes full advantage of the capabilities of modern
hardware. The book starts by explaining the underlying principles of lighting
theory, but distinguishes itself from most titles quickly by providing
practical examples using specific techniques to detail the theory. Topics
include the physics of light, modeling real-world light, raytracing and related
techniques, objects and materials, lighting and reflectance models,
implementing lights in shaders, spherical harmonic lighting, spherical
harmonics in DirectX, and real-time radiosity.
 The majority of computer graphics books are either too general or too
application-specific. The field of 3-D computer graphics possesses
tremendous depth, and any aspect of it is worthy of a focused career.
In large studios, artists concentrate on just one phase of production,
be it modeling, texturing, animation, or rendering. If you're
interested in learning about the field from this perspective, read 3-D Lighting: History, Concepts & Techniques. It's a pleasure to peruse, because it shares the large-studio focus.
The book does feature examples, project files, and some instructions
for specific applications, but mostly it's about concept and theory in
computer imaging. For the most part, it avoids application-specific
discussion. This is a good thing--any experienced artist uses more than
one application, and can easily port this information from one app to
another.
There are eight chapters in all, starting with "The
Nature of Light" (how light works) and "The Physiology of Seeing and
Perception" (how we see light), and moving on to "Fundamentals of
Photography and Cinematography" and "Color and Materials." But it isn't
until chapter 5, "Computer Graphics," that the book gets into the
specifics of how 3-D applications treat light and color.
 This book is about the design of advanced user interfaces. Three themes
are explored: First, a theory-based approach to user interface design
that surveys the cognitive psychology background of human-computer
interaction, and then introduces design models for applying
psychological knowledge. These models expand on Norman's gulfs of
interaction framework. The second theme is multimedia interface design:
models, principles and a design process for multimedia presentation and
dialogue. Cognitive psychology is woven into the design guidelines as a
basis for attracting user's attention, matching media to the message
and preventing information overloading. The multimedia section also
reviews the aesthetics of design and extracts basic principles for
designing attractive and engaging user interfaces." "The third theme,
virtual reality, is introduced using the same approach whereby theory
motivates the design method. Guidelines cover the design of user
presence, social agents, virtual environments, and user support.
Evaluation methods and techniques for multisensory interfaces form a
separate chapter that introduces new variations on the heuristic
evaluation theme while also describing additional methods containing
more precise diagnostic guidance for evaluation." The final chapter
surveys multisensory design issues in ubiquitous computing and
anticipates the future development of interactive technology.  Whether you’re creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life. In this updated classic, both newcomers to digital animation and old hands looking to hone existing skills will find essential techniques for creating lively, professional-quality animation that are applicable to any software application.
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