Game art complete all-in-one : learn Maya, 3ds Max, zBrush, and Photoshop winning techniques
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.Game artists will be able...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Amsterdam ; Boston :
Elsevier/Focal Press
c2009.
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Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628350006719 |
Tabla de Contenidos:
- Front Cover; Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques; Copyright Page; Contents; Introduction; Chapter 1 Creating a Box Using 3ds Max; Introduction to Modeling; Setting Up 3ds Max; Creating a Cardboard Box; 3ds Max Shortcuts; Texture Mapping Your Box; Common Problems; Rendering Your Model; Moving On to Chapter 2; Chapter 2 Creating an Oil Drum Using 3ds Max; Modifying Primitive Objects and UV Mapping; Performing the Boolean; Fixing Your Mistakes; Chapter 3 Creating Texture Maps from Photographs Using Photoshop; Camera; Photo Shoot
- Creating the Cardboard Box Texture MapCreating the Barrel Texture Map; Creating Alpha Maps; Alpha Maps in 3ds Max; Creating a Tiling Alpha Map; Chapter 4 Creating Normal Maps Using Photoshop and Crazy Bump; Introduction; It's All in the Lighting; The Role of the Normal Map; Using Normal Maps in Practice; Creating a Weathered Door with a Tiled Normal Map; Creating a Reference Model; Applying a Texture; Apply a Material; Creating the Door Model; Setting Up UVs; Creating the High-Resolution Components; Creating the Low-Frequency Normal Map; Finishing the Low-Frequency Normal Map
- Creating the High-Frequency Normal MapView in 3ds Max; Creating the Final Look of the Door; Moving On from This Lesson; Summary; Chapter 5 Concept Art; Tutorial: Cleaning Up Concept Art; Chapter 6 Anatomy; Anatomy; Chapter 7 A Basic (Game) Art Education; Introduction; Chapter Overview; Shape and Form; Light and Shadow; Texture; Color; Color Systems-Additive and Subtractive; Color Emphasis; Color Expression or Warm and Cool Colors; Perspective; Quick Studies of the World Around You; Conclusion; Chapter 8 The Basic 3D Kit Using Maya; The Roadmap
- The Making of Mr. Cyclop, An Interactive Character in MayaCreating a 3D Immersive Environment; Chapter 9 Pipeline and Modeling Guidelines Using Maya; Chapter 10 Overview of Maya; Chapter 11 Introduction to ZBrush Modeling; Saving Custom Materials; Using ZSpheres; Exporting a Model from Maya; Exporting a Model from ZBrush to Maya; Rebuilding Bad Topology; Using HD Geometry; Using Smart Resym; Chapter 12 Designing Your First Biped Character Using Photoshop and Maya; Former Student Spotlight: Zach Parrish; Workflow; Introduction; Character Design; Creating Character Sheets; Summary
- Assignments: Designing a CharacterChapter 13 Creating Your First Biped Character: Modeling Basics Using Maya; Former Student Spotlight: Jeff Gill; Workflow; Introduction; Modeling Tools in Maya; Former Student Spotlight: Chris Grim; Summary; Assignments: Modeling a Character; Chapter 14 Creating Your First Biped Character: Facial Expressions Using Maya; Former Student Spotlight: Katie Folsom; Workflow; Introduction; Blend Shapes as an Approach to Creating Facial Expressions; Tools Used for Modeling Blend Shapes; Deformation Order; Summary; Assignments: Facial Expressions for a Character
- Chapter 15 Creating Your First Biped Character: Shading and Texturing Basics Using Maya