Character Creation for Games and Animation
CRC Press (Verlag)
978-1-138-94913-3 (ISBN)
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Key Features
Game workflow and optimization methods that reduce time while increasing quality and detail
Character design equivalent to top game studios such as Valve, Blizzard, Ubisoft
Utilizes the very latest software tool sets, pipelines and workflows that have been time tested, demonstrating consistently proven results
Quickly learn the most proven methods for digital character creation used by industry pros
Simple to understand explanation of the current tools and techniques that will advance the quality of your work and confidence in skills
This book shows the entire process sued in a real world character development cycle from beginning concept to the final textured model, ready for rigging—with no irrelevant filler content.
Included are cases studies and expert interviews
Student quizzes, instructor test bank, sample syllabus are included
1-2 video tutorials for each chapter will be made available demonstrating difficult techniques and taking the student even further beyond what is in the book
Michael Ingrassia is a game veteran 3D artist since 2000 and has been involved in over a dozen game development productions. Additionally, he was lead 3D instructor for two years at Escape Studios training facility in London and Academic Director/Lead Instructor for 3D Training Academy in Seattle, USA. For the last 5 years Michael has been Creative Director and art lead for his own mobile game studio, Atomic Chimp Games.
Part 1 – Character Concepting and Base Mesh Modeling
Chapter 1: Concepting
Chapter 2: Blocking Out
Chapter 3: Base Mesh/Proxy
Part 2 - Digital Sculpting Techniques
Chapter 4: ZBrush Massing
Chapter 5: Retopology I
Chapter 6: ZBrush Detailing
Chapter 7: Weapons
Chapter 8: Belts, Straps, Accessories
Chapter 9: Retop II
Chapter 10: UV Layout, Auto Tools
Chapter 11: Re-Projecting Sculpt Details
Part 3 - Texturing Processes
Chapter 12: Polypaint
Chapter 13: Alpha Masking
Chapter 14: Hand Texturing
Chapter 15: Quixel Suite
Chapter 16: Map Exporting
Chapter 17: AO Bakes
Chapter 18: Normal Map Creation
Chapter 19: Metcap-Unity Shader
Part 4 - Lighting and Rendering Testing
Chapter 20: Marmoset
Chapter 21: Maya Render 2.0
Chapter 22: Fast Lighting
Chapter 23: Wireframe Render/Turntable
Chapter 24: Maya Mental Ray
Erscheint lt. Verlag | 31.12.2023 |
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Verlagsort | London |
Sprache | englisch |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
ISBN-10 | 1-138-94913-2 / 1138949132 |
ISBN-13 | 978-1-138-94913-3 / 9781138949133 |
Zustand | Neuware |
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