3D Modeling
Crc Press Inc (Verlag)
978-1-4987-8178-7 (ISBN)
Key Features
Transforms geometric detail into textures (and vice versa) with clean, easy to rig and animate topology is emphasized, for both pre-rendered images and real-time.
Integrates workflow extremes between Maya's low poly cages and the ultra-dense meshes typical of Mudbox; additional applications for generating textures and shaders are also explored, including tools from texture painting suites Allegorithmic and Quixel.
Demonstrates low-cost but powerful methods for scanning facial expressions and objects for 3D reference material (123D Catch and Skanext), along with applications for refining models and textures (marmoset), showcasing them (Sketchfab), or interacting with them in real-time for games games or VR (Unity)
Extensive exercises are selected to emphasize objectives.
Ken Cope is a classically-trained 2D and 3D animator whose work has appeared in television, feature films, theme park attractions, and games. Apprenticing at Don Bluth Studios (on "NIMH") and Filmation (He-Man and She-Ra), Ken applied CG techniques to traditional production, flying 3D vehicles for "Bravestarr." Ken worked for CG pioneers Brad DeGraf and Michael Wahrman, building 3D environments for ride films, and developing facial animation techniques, showcased as the face of "Cain" in the film "Robocop II." After working at Walt Disney Feature Animation for Andreas Deja, on "Mickey's Prince and the Pauper" and "Beauty and the Beast," Ken moved to Imagineering Labs to create 3D versions of characters from "Aladdin" for their Virtual Reality Magic Carpet Ride. Ken has trained teams animating for everything from the N64 to the XBox. Ken has taught the principles of animation and digital tools for artists in Bay Area schools since 1999.
Principles and Concepts. Overview: The Evolving Role of the Modeler. Production Pipelines for Target Platforms. Production Tools: Task Appropriate Hardware. Software: Generalist vs. Specialist Applications. Import and Export. Introductory Exercises. Maya: Topology. Mudbox: Digital Sculpting. Everything Else: Texture. More Process. UV-Mapping. Photoshop. Material and Shader Networks. Reference Material: Model Sheets, Scultpture, Photography and Photogrammetry. Intermediate Exercises. Environment. Hard Surface. Organic. The Human Figure. Anatomical Reference. Male Anatomy. Female Anatomy. Hands. Head. Facial Expression. Dialogue. Hair. Drapery. Self Portrait/Avatar. Artist's Portfolio. Material and Shader Networks. Reference Material: Model Sheets, Sculpture, Photography and Photogrammetry. Intermediate Exercises. Environment. Hard Surface. Organic. The Human Figure. Anatomical Reference. Male Anatomy. Female Anatomy. Hands. Head. Facial Expression. Dialogue. Hair. Drapery. Self Portrait/Avatar. Artist's Portfolio. Putting Your Work Online. Sketchfab. Marmoset.
Erscheinungsdatum | 17.01.2024 |
---|---|
Zusatzinfo | 48 Illustrations, color |
Verlagsort | Bosa Roca |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
ISBN-10 | 1-4987-8178-0 / 1498781780 |
ISBN-13 | 978-1-4987-8178-7 / 9781498781787 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich