Showing posts with label web graphics. Show all posts
Showing posts with label web graphics. Show all posts

7/22/2012

Maya Hyper-Realistic Creature Creation, with DVD: A hands-on introduction to key tools and techniques in Autodesk Maya (Autodesk Maya Techniques: Offical Autodesk Training Guides) Review

Maya Hyper-Realistic Creature Creation, with DVD: A hands-on introduction to key tools and techniques in Autodesk Maya (Autodesk Maya Techniques: Offical Autodesk Training Guides)
Average Reviews:

(More customer reviews)
I've had about 6 months worth of modeling in Maya and I wanted to learn how to character model. I have to say, if you are a beginner, do not get this book. This book goes over the techniques used for each step of modeling the beast on the cover, it does not go in to detail on how to do the very complex modeling (Ex. One step is "Increase Overall Level of Detail", then it just shows a picture of what the final product should be.) On the other hand, if you have experience modeling then this book is great. It has good reference images and all of the scenes from the book are on the CD so you can really get a view of what you should be doing.

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Maya Hyper-Realistic Creature Creation is your solution for creating convincing characters in Autodesk Maya. Get hands-on experience with innovative tools and powerful industry-recognized techniques as you learn to model like a professional; set-up your skeleton in a fast and easy way; and create realistic facial controls. This book will help you achieve hyper-real characters quickly and effectively. Get the inside scoop on high-end production techniques from industry pros Erick Miller, Paul Thuriot, and Jeff Unay. Through project-based lessons, follow Jeff's process for modeling the beast, Paul's workflow for rigging the beast's body, and Erick's tips and techniques on complex facial rigging for maximum flexibility. This book carefully delineates the entire production process for the beast's creation, so that you can both understand the individual techniques and how they relate to each other in a pipeline. The companion DVD includes helpful video demonstrations so you can watch the experts at work.

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11/28/2011

Maya 2008 Character Modeling & Animation: Principles and Practices Review

Maya 2008 Character Modeling and Animation: Principles and Practices
Average Reviews:

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This is a great introductory book. I started it knowing little about Maya and it was easy to follow and engaging, giving a clear, detailed explanation of how to use the software while still challenging. I recommend it to any beginners and intermediate students.

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Are you ready to take on the challenge of animating realistic and compelling characters using the latest version of Maya, the powerful 3D graphics and modeling software? "Maya 2008 Character Modeling and Animation: Principles and Practices" shows beginner to intermediate animation students and enthusiasts how to create professional-quality characters, explaining the full character animation process from pre-production to final full body and facial animation. Each chapter begins by exploring the "why" behind the techniques being presented, followed by step-by-step tutorials to apply your new knowledge. Following a series of hands-on projects you'll learn how to model, rig, and animate, building a comprehensive skill-set as you move progressively through each chapter.You'll learn to master Maya's capabilities on both a technical and artistic level as you create incredible animated characters full of emotion and expression.

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10/21/2011

Virtual Vixens: 3D Character Modeling and Scene Placement Review

Virtual Vixens: 3D Character Modeling and Scene Placement
Average Reviews:

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Actually right after buying this, I thought to myself, "why bother?" well,to my surprise, the book actually has some pretty decent insights into the creativity of different artist, and some of their processes are brought to light, it gives a basic rundown of how to map and model an image, but all in all it's not a bad read, it's well written, not swamped with technical terms, and though it's not the best of learning tools, it does inspire...
so all I can say that it's a good read, quick, inspiring, and DOES give the basic concepts of how to meet your goals, but it's up to the reader to understand his/her program of choice to apply the techniques used in the book (i.e. understanding the individual tools in different programs whether it be Blender, Maya, XSI, Cinema 4d, Zbrush, etc etc)

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Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI.Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens.Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters.Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit.Participants:Andrea BertacciniMax Edwin WahyudiSze JonesLiam KempArndt von KoenigsmarckK. C. LeeDaniel Moreno DiazMarco PatritoSteven StahlbergFrancois de Swardt * Tutorials suitable for 3ds Max, Lightwave, Softimage XSI, Maya, and CINEMA 4D* An artists' gallery of top-flight 3D artists* Interviews revealing artists' techniques and inspirations

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9/11/2011

Learning Autodesk Maya 2008, (Official Autodesk Training Guide, includes DVD): The Modeling & Animation Handbook Review

Learning Autodesk Maya 2008, (Official Autodesk Training Guide, includes DVD): The Modeling and Animation Handbook
Average Reviews:

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Official Autodesk Training Guides are a superb investment and this book in particular, is terrific. If you have an intermediate-level of knowledge about Maya, you will find this book moves at a fairly quick pace. Also, if you have a good working knowledge of the Maya interface and its tools, but lack the discipline of a solid production workflow then book will enhance your skills and round out your education.
I am a beginner with only peripheral knowledge of the Maya interface but because the book is so well written I have been able to keep pace and have learned more in the last few weeks than I have gained in the hundreds of hours of parroting the video tutorials available online.
I've spent a small fortune in the last few months buying Maya video tutorials from a couple of different online sources and for the most part, they provide you with all the steps necessary to create the models you see in the videos and expose you to many aspects of the software, but what these videos don't do is explain the "why", which is necessary if you are to grow and take your creativity to the next level.
In all fairness to the authors of these videos, they are working with self-imposed limitations and the knowledge to be gleaned from the videos is only as good as the individual who wrote the lesson guide. Therefore, I decided before I get too far along in my Maya learning experience, I needed a good working knowledge of the fundamentals and who better to provide that than the "official" experts.
Breakout the videos if you want to build a good looking Mitsubishi car in twenty-hours time but buy this book if you plan to "design" the next Mitsubishi car. Therein lies the difference between their videos and this Autodesk series of books; not only do these books explain the "why", they provide the discipline necessary for a dependable production workflow, which is critical if you intend to work in this field.
By the time you finish this book you will know the key concepts and workflows of Maya. You will know the tools and their application. You will learn modeling and animation and understand how they relate to each other in a production pipeline.

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8/23/2011

Maya Character Creation: Modeling and Animation Controls Review

Maya Character Creation: Modeling and Animation Controls
Average Reviews:

(More customer reviews)
First impressions. A quick glance through the book reveals that this book is for beginning to intermediate Maya users. It includes all one needs to know about character modeling and preparing the model for animation from modeling to skeleton setup to skinning to scripting. Actual character animation itself is not covered in this book.
The book is illustrated with many sketches and screenshots but the illustrations are not in color which makes some of the screenshots hard to see especially the ones with wireframe models.
As the book concentrates on character setup, the examples and tutorials in the book involve creating and working with fairly realistic characters that have muscle and bone structure. If you are only interested in creating highly stylized or simple characters for use in your animation then you won't find much that is useful in this book. If you want to create the next Gollum then read on.
The book starts off with some information on the evolution of digital characters in film. This is followed by an introduction on the basics of character modeling.
The next chapter is on modeling the skin of a biped character and this happens to be the biggest chapter in this book. It begins with an introduction on different modeling methods for modeling a head, usually the most difficult part to model. Here and in the rest of the book as well, the author explains carefully on the pros and cons of each method and possible associated pitfalls that might be encountered when the model is used in an animation later on. Most books on modeling do not take into consideration the problems that might arise later on when animating the model and character animation books usually concentrate on the animation aspects. The author of this book does a commendable job of getting both these bases covered.
This is followed by modeling of the torso and limbs. Later on, the multipatch character is converted into a polygon skin to simplify the process of adding details to the model. Last but not least this chapter covers skin texturing including the use of UV polygons.
There are exercises intersped within the chapters after every few section which covers in detail with step by step instructions on how to perform the lessons covered in the previous sections. Although the steps are explained carefully it would have been better if more accompanying screenshots had been included to guide the reader. As it is, great care has to be taken to read the text carefully as there is no graphical reference to compare if the steps have been followed correctly.
Chapter 3 is on character skeleton setup. This brings back memories of my biology classes as the author covers the importance of having a good understanding of the skeletal anatomy of the human body. Both Forward Kinematics (FK) and Inverse Kinematics (IK) are explained as is when each method is to be used. Pointers to naming convention is included.
All of the above is then employed to create a basic character rig. Controls are added to the rig using the Connection Editor, the Expression Editor or the set driven keys to simplify animation with samples and exercises for each method. Each method is covered in detail in this chapter.
Chapter 4 covers skin deformation with a process known as skin binding with focus on the smooth skin binding method. Muscle flexing using both muscle skeleton and influence objects are covered. For additional realism, methods on deforming the skin with bones, wrinkles and fat are given attention as well.
Face animation is up next. Because it's the most expressive part of the body, special attention has to be given to the animation controls in this area. Techniques such as morph targets and using influences to mimic facial muscles are included as well.
The next chapter is on scripting controls using Maya Embedded Language, something that most Maya users including myself, find daunting. Only the basics are covered with a little information on what advanced scripting can do. Although this chapter only scratches the surface on MEL, it serves it's purpose of whetting the reader's appetite for more information.
The book ends with some guidelines on finishing touches like cleaning up and optimizing the character controls. Some animation methods are also covered and lastly, readers learn how to simplify and streamline animation by using multiple rigs of varying complexity.
Overall, the book is informative and would be a valuable asset to it's targeted audience, beginning to intermediate level Maya users who want to learn about character modeling and setting up the models for animation. The exercises are detailed enough but illustrations and the use of colors are a bit lacking.
The author's style of writing is easy to comprehend and I liked the way how each chapter is nicely summarized at the beginning of each chapter with an indication of what the reader can hope to accomplish at the conclusion of the chapter.

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A unique, in-depth approach to creating realistic characters in Maya. Maya Character Creation: Modeling and Animation Controls' author, Chris Maraffi, has expertise in the field and in the classroom that translates to the knowledge and solid teaching skills needed to make this book a "must-have"!The current trend in computer graphics is greater organic realism. Many of thetop-grossing movies today, such as Spiderman, Lord of the Rings, Jurassic Park 3 ,and Star Wars Episode 2, all feature realistic 3D characters. There is a majorneed in the 3D community for educational material that demonstrates detailedtechniques for achieving this organic reality. Maya is one of the main packagesused on such cutting-edge films, and has an established toolset for creatingbelievable 3D characters. Maya Character Creation: Modeling and Animation Controls is designed to take you through the process of designing, modeling, and setting up animation controls for complex 3D characters. The concepts, techniques, and Maya tools used foreach step in the process are presented in each chapter, followed by manyhands-on exercises. NURBS, polygon, and subdivision surface modelingtechniques are shown for creating the character's skin, and skeleton-basedanimation controls are covered in detail. You will learn how a character'sskin should deform when the skeletal joints and muscles move. AdvancedMEL scripted animation controls are also covered extensively.

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