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5061Publicado 2010Tabla de Contenidos: “…Cover; Real-World modo; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Basic Training; Working as a 3D Artist; Experience; Disciplines; Education: It's up to You; Resource Library: The Life Blood of a 3D Artist; Technical Information; Assets; Software: It's Only a Tool; Learning to See: Switching off Auto Mode; Emotional Content; Flipping the Switch; Summary; Chapter 2: Becoming a Modonaut; Way of the modo: User Interface and Customization; Form and Input Editors; Statistics and Information; Display; Preferences; The Work Plane…”
Libro electrónico -
5062por Read, Phil, 1965-Tabla de Contenidos: “…Using Dimensions for Modifying DesignsAligning Elements; Rotating, Grouping, and Arraying; Aligned Copying and Group Editing; Chapter 2: Schematic Design; Working from a Sketch; Importing Background Images; Accurately Scaling Images; Reference Planes and Levels; Creating and Placing Groups; Modeling In-Place Masses; Modeling the Base Mass; Modeling the Middle Mass; Modeling the Upper Mass; Working in 3D; Creating Mass Floors; Scheduling Mass Floors; Updating the Massing Study; Chapter 3: Walls and Curtain Walls; Creating Generic Walls; Creating Numerous Wall Configurations; Sketching Walls…”
Publicado 2011
Libro electrónico -
5063Publicado 2012Tabla de Contenidos: “…The Bottom LineChapter 5 Model Snapshots: Viewpoints, Animations, and Sections; Understanding Viewpoints; Saving Viewpoints; Viewpoint Folders; Editing and Updating Viewpoints; Exporting Viewpoints; Creating Animations; Using Record to Make Quick Animations; Creating an Animation from Viewpoints; Editing and Updating Animations; Exporting an Animation; Using Sections; Sectioning in Planes Mode; Sectioning in Box Mode; Using the Gizmo; Transforming Sections; Sectioning a Project; The Bottom Line; Part 2 Simulation and Clash Detection; Chapter 6 Documenting Your Project…”
Libro electrónico -
5064por Wing, EricTabla de Contenidos: “…; Chapter 2: Creating a Model; Placing Walls; Using Reference Planes; Adding Interior Walls; Editing Wall Joins; Placing Doors and Windows; Are You Experienced?…”
Publicado 2012
Libro electrónico -
5065Publicado 2007Tabla de Contenidos: “…Von einer Aufgabenliste zur FestplatteMit Project in die Gänge kommen; Mit dem Projektteam online zusammenarbeiten; Fangen wir an; Mit Hilfe des Projektberaters loslegen; Bei null an fangen; Mit Vorlagen anfangen; Ein Projekt für die Nachwelt speichern; Von Project Hilfe erhalten; 2 - Beste Pläne; Project steuern; Ansichten wechseln; Bildlaufleisten im Einsatz; Zu einem bestimmten Punkt in Ihrem Plan gelangen; Ein Projekt mit einer Ansicht; Die Heimatbasis: Die Ansicht Balkendiagramm (Gantt); Alles fließt: Das Netzplandiagramm; Die Kalenderansicht aufrufen; Ansichten anpassen…”
Libro electrónico -
5066Publicado 2013Tabla de Contenidos: “…Understanding Polygon GeometryUsing Subdivision Surfaces; Understanding NURBS; Employing Image Planes; Modeling NURBS Surfaces; NURBS Tessellation; Modeling with Polygons; The Bottom Line; Chapter 4: Modeling II; Modeling with Deformers; Combining Meshes; Using Bevel Plus; Using Curves; Converting NURBS Surfaces to Polygons; Boolean Operations; Sculpting Polygons Using Artisan; Advanced Polygon-Editing Tools; The Bottom Line; Chapter 5: Animation Techniques; Using Joints and Constraints; Inverse Kinematics; Keyframe Animation; The Graph Editor; Playblast and FCheck; Driven Keys…”
Libro electrónico -
5067por Danchilla, BrianTabla de Contenidos: “…Loading Images into a Texture ObjectApplication and Shader Interaction; Using a Texture in Our Shader; Texture Options; Texture Filtering; Texture Wrapping; Data Storage; Mipmaps; Texturing a 3D Object; Texture Coordinate Attribute; Adjusting Our Shaders; Data Changes; Toggling State; Toggling Textures On and Off; Multiple Textures; Shader Program Changes; Lighting; Light Components; Types of Lights; Normal Vectors; Lighting Models; Ambient and Directional Light; A Point Light; Texture and Lighting Together; Summary; CHAPTER 4: Increasing Realism; Setup; A Vector Object; Plane Class; Spheres…”
Publicado 2012
Libro electrónico -
5068por Palamar, ToddTabla de Contenidos: “…Chapter 3: Modeling IUnderstanding Polygon Geometry; Using Subdivision Surfaces; Understanding NURBS; Employing Image Planes; Modeling NURBS Surfaces; NURBS Tessellation; Modeling with Polygons; The Bottom Line; Chapter 4: Modeling II; Modeling with Deformers; Combining Meshes; Using Bevel Plus and Bevel Edges; Using Curves; Converting NURBS Surfaces to Polygons; Boolean Operations; Sculpting Polygons Using Artisan; Advanced Polygon-Editing Tools; Working with SubDs; The Bottom Line; Chapter 5: Animation Techniques; Using Joints and Constraints; Inverse Kinematics; Keyframe Animation…”
Publicado 2012
Libro electrónico -
5069por Derakhshani, DariushTabla de Contenidos: “…Chapter 3: The Autodesk Maya 2014 InterfaceNavigating in Maya; Exploring the Maya Layout; Building a Decorative Box; Mapping the Box's Reference Planes with Hypershade; Organizing Workflow with the Layer Editor; Modeling the Decorative Box; Editing the Decorative Box Model Using the Shelf; Continuing the Decorative Box Model; Finishing the Decorative Box Model; Summary; Chapter 4: Beginning Polygonal Modeling; Planning Your Model; Polygon Basics; Poly Editing Tools; Putting the Tools to Use: Making a Simple Hand; Creating Areas of Detail on a Poly Mesh; Modeling a Catapult…”
Publicado 2013
Libro electrónico -
5070por Kriegel, AlexTabla de Contenidos: “…Once Upon a Time: Date and Time Data TypesBinary Data; It's a Bird, It's a Plane, It's ... a NULL!; Much Ado About Nothing; None of the Above: More Data Types; BOOLEAN; BIT; XML Data Type; DDL, DML, and DQL: Components of SQL; Refactoring Database TABLE; DROP TABLE; CREATE TABLE; ALTER TABLE; Populating a Table with Different Data Types; Implicit and Explicit Data Conversion; SELECT Statement Revisited; Selecting Literals, Functions, and Calculated Columns; Setting Vertical Limits; Alias: What's in a Name?…”
Publicado 2011
Libro electrónico -
5071Publicado 2015Tabla de Contenidos: “…Starting with a simple meshTHREE.MeshBasicMaterial; THREE.MeshDepthMaterial; Combining materials; THREE.MeshNormalMaterial; THREE.MeshFaceMaterial; Advanced materials; THREE.MeshLambertMaterial; THREE.MeshPhongMaterial; Creating your own shaders with THREE.ShaderMaterial; Materials you can use for a line geometry; THREE.LineBasicMaterial; THREE.LineDashedMaterial; Summary; Chapter 5: Learning to Work with Geometries; The basic geometries provided by Three.js; Two-dimensional geometries; THREE.PlaneGeometry; THREE.CircleGeometry; THREE.RingGeometry; THREE.ShapeGeometry…”
Libro electrónico -
5072por Keller, EricTabla de Contenidos: “…Chapter 3: NURBS Modeling in MayaUnderstanding NURBS; Employing Image Planes; Modeling NURBS Surfaces; Creating Realism; NURBS Tessellation; The Bottom Line; Chapter 4: Polygon Modeling; Understanding Polygon Geometry; Working with Smooth Polygons; Editing Polygon Components; Adding Components; Modeling with Deformers; Combining Meshes; Using Bevel Plus and Bevel Edges; Polygon Modeling with Paint Effects; Convert NURBS Surfaces to Polygons; Boolean Operations; Sculpting Polygons Using Artisan; Advanced Polygon Editing Tools; Using Subdivision Surfaces; The Bottom Line…”
Publicado 2010
Libro electrónico -
5073por Harper, Jeffrey M.Tabla de Contenidos: “…Placing and Beveling TextThe Bottom Line; Chapter 4 Editing Meshes and Creating Complex Objects; Creating Openings in a Wall with Boolean Operations; Hiding Shapes That Get in the Way; Creating the Shape of the Opening; Subtracting the Opening from the Wall; Creating Multiple Openings in a Single Wall; Making Changes to the Opening; Tracing a Sketch; Using a Bitmap Image; Scaling the Image Plane to the Model's Size; Tracing the Image; Building Objects from Traced Lines; Editing Meshes; Creating a Tapered Wall; Converting the Spline to a Mesh; Moving a Single Mesh Vertex…”
Publicado 2012
Libro electrónico -
5074Publicado 2012Tabla de Contenidos: “…Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It…”
Libro electrónico -
5075Publicado 2011Tabla de Contenidos: “…Getting Ready to Start-Setting Up Image PlanesStarting to Build the Character; Expert Mode, Hotkeys, and Scripting; Viewport Preference Settings; Getting the Basic Proportions Right; Cutting in More Detail; The High-Resolution Mesh: Breaking Up the Shapes; The Shell Modifier; The High-Resolution Mesh: Adding More Detail; Helmet; Mask; Vest; Shoulder Pads; Forearm Pad and Kneepad; Gas Tank; Glove; Belt and Details; Codpiece and Other Details; Shin Pads; Kneepad and Shoe; Chemical Suit; Breathing Pipe; Subdividing Your Model with TurboSmooth; Microbeveling; Microbeveling the Shoe Edges…”
Libro electrónico -
5076Publicado 2010Tabla de Contenidos: “…HDRI IlluminationFine-Tuning: Shadows on the Façade; Final Render Settings; V-Ray; Indirect Illumination; Chapter 6: Studio Setup; Preparing the Scene; Open File; Background and Camera; Create Canvas; Camera Setup; Illuminate Scene; Create Test Material; Create Plane Lights; Texture the Scene; Canvas; Chrome; Clear Glass; Glass, White; Glass, Solid; Plastic; Fabric; Fine-Tuning; Rim Light; Final Render Settings; V-Ray; Indirect illumination; Index…”
Libro electrónico -
5077por Suvak, Janine. authorTabla de Contenidos: “…New Project, New SceneThe Game Object; Components; The Main Camera; Transform; Camera; Clear Flags; Background; Culling Mask; Projection; Field of View; Clipping Planes; Viewport Rect; Depth; Component Reference; GUILayer; Flare Layer; Audio Listener; Light; Common Light Properties; Color; Intensity; Cookie; Shadow Type (Pro Only); Draw Halo; Flare; Render Mode; Culling Mask; Lightmapping; Other Properties; Range; Spot Angle; The Cube; Transform; Mesh Filter; Box Collider; Mesh Renderer; Material; Prefabs; Summary; Chapter 4: Using Scripts and the GameObject; Scripts as Behavior Components…”
Publicado 2014
Libro electrónico -
5078por Bhangal, ShamTabla de Contenidos: “…Imitate EscherThe Divided Plane; Final Thoughts; Fix Alpha Property Inaccuracies; The Five Alpha Values that Result in No Error; Mirroring the _alpha Property; Avoiding Alpha Errors via Classes/Prototypes; Final Thoughts; Use Complex Shapes as Masks; Using Complex Masks; Interference Patterns and Ripple Effects; Final Thoughts; Feather Bitmap Edges; Feathering Bitmaps; Add a Vector Edge to a Bitmap; Final Thoughts; Solve the Bitmap-Shift Bug; How Not to Fix It; How to Fix It (the Good Way); How to Fix It in Dynamically Loaded Files (the Effective Way)…”
Publicado 2004
Libro electrónico -
5079Publicado 2023Tabla de Contenidos: “…Arbeiten mit Meteorschauern -- Arbeiten mit Finsternissen -- Arbeiten mit der schwarzen Nadel -- Die Kartenwerkzeuge nutzen -- Sonne und Mond in Position bringen -- Anpassung an Höhe über Horizont -- Pläne erstellen, speichern und verwalten -- 3.6 Backup und Wiederherstellung -- 4 Ergänzende Planungswerkzeuge -- 4.1 Werkzeuge für die Nachtfotografie -- Light Pollution Map (LPM) -- DarkSiteFinder (DSF) -- Stellarium -- Anwendungszwecke -- 4.2 Die Sonne verfolgen -- Sun Surveyor Lite -- Sun Locator Lite -- 4.3 Wetter -- Clear Outside -- Meteoblue -- Windy -- Kachelmannwetter…”
Libro electrónico -
5080por García Martínez, Ana TeresaTabla de Contenidos: “…LAS BIBLIOTECAS PÚBLICAS -- 3.3. SIGLO XX. LOS PLANES DE BIBLIOTECAS -- 3.3.1. PLANES DE DESARROLLO ECONÓMICO Y SOCIAL -- 3.3.2. …”
Publicado 2022
Biblioteca Universitat Ramon Llull (Otras Fuentes: Biblioteca de la Universidad Pontificia de Salamanca, Universidad Loyola - Universidad Loyola Granada)Libro electrónico