Showing posts with label computer animation. Show all posts
Showing posts with label computer animation. Show all posts

6/12/2012

Character Development in Blender 2.5 Review

Character Development in Blender 2.5
Average Reviews:

(More customer reviews)
This book is an invaluable resource. As a long time 3d artist, I have picked up little tricks here and there that really bring pieces together well. Jonathan manages to cover these little tricks and more, assisting even the beginner 3D artist in creating a piece of art that feels well polished. A great book and a great read. Also, their website (blendercookie.com) is another amazing resource. Check it out.
The only con I have is the pictures in the book are kind of dark, but the included dvd remedies that nicely.

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Written for everyone from beginning Blender artists to experienced animators and game developers, CHARACTER DEVELOPMENT IN BLENDER 2.5 shows readers how to model believable characters using Blender, a free, open source 3d animation package. Covering the technical, artistic, and theoretical aspects of character development, the book provides an in-depth look at Blender's modeling tools and includes information on modeling, sculpting, materials, lighting, rendering, and more. Written in a tutorial style with step-by-step instructions the book also includes an accompanying CD-Rom that features the Blender 2.5 software and sample art.

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3/29/2012

More Autodesk Maya Hyper-Realistic Creature Creation (Autodesk Official Training Guide) Review

More Autodesk Maya Hyper-Realistic Creature Creation (Autodesk Official Training Guide)
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This book is fairly expensive for it's size (154 pages), although it is packed with very useful rigging techniques. As other reviewers have mentioned, this is not a modeling book -- it's more about rigging and muscle deformations. This book is designed to work with Autodesk Maya 2009. It heavily relies on their plug-ins included on the DVD, which do NOT work in any other version of Maya. You can download a free trial of Maya 2009 from the Internet, although it would be nice if it were included on the DVD itself. There are some cool bonus videos on the DVD for modeling a realistic hand, using both Maya and Mudbox. The book is written by very impressive individuals in the industry, who really know their stuff. This is definitely a book for intermediate to advanced users. For beginners, they suggest that you begin with the "Learning Autodesk Maya 2009/Foundation" or the "Learning Autodesk Maya 2009/Modeling & Animation Handbook" as a prerequesite to this book.

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More Autodesk Maya Hyper-Realistic Creature Creation is a continuation of the tools and techniques presented in Maya Hyper-Realistic Creature Creation, Second Edition. This book is your solution for creating convincing characters in Autodesk Maya. Learn core industry knowledge by gaining 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. Get the inside scoop on high end production techniques from industry pros Erick Miller, Paul Thuriot, Jeff Unay and Rudy Grossman. Through project-based lessons, follow Jeff and Rudy's process for modeling the beast and its facial blend shapes, 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. By examining the entire process, you will learn strategies for creating characters with an emphasis on anatomy and realism. Lessons are designed to cover effective workflows for devising models that can be easily manipulated and animated. The methods discussed in this book can be applied to any setup needs that you may have because you will learn the rigging process from the concept stage through to pipeline integration.
Create a facial topology that will deform realistically

Use custom tools to control the morph timing of a blend shape

Learn valuable modeling workflows for creating facial blend shapes

Accommodate changes within a character pipeline

Use the Full Body IK solver to create a control rig

Create internal muscle structures for body deformations

Use tools and Python plug-ins for higher level deformations

Build and rig a face shape library with directional sliders and compensation shapes

Learn about controls for the eyes, ears, mouth and teeth

Attach models or rigs of different resolutions

Learn and use several custom written Hyper-Real facial rigging MEL tools




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3/20/2012

Autodesk Maya 2010: The Modeling and Animation Handbook (Autodesk Maya Techniques: Offical Autodesk Training Guides) Review

Autodesk Maya 2010: The Modeling and Animation Handbook (Autodesk Maya Techniques: Offical Autodesk Training Guides)
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This book was required by one of my 3d animation classes. after doing several of the tutorials my class mates and i realized that the authors frequently skip steps, have poor image examples, and are hard to learn from. i do not recommend this book to anyone.

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Maya is the industry-leading 3D animation and effects software used in movies, special effects, games, cartoons, short films, commercials, etc. Complex and difficult to learn, the new Maya 2010 features updates to modeling, animation, dynamics, and rendering modules. This invaluable book offers hands-on introduction to the tools and techniques of this fascinating software.
This extraordinary, full-color book presents you with clear step-by-step instructions to projects that enhance your understanding of the modeling and animation stages of production using files from the Yash Raj Films and Walt Disney Pictures feature film Roadside Romeo. You'll learn how to build models with a variety of surface types and then make them move with a range of animation techniques. Instructor-led tutorials are featured on the DVD that will help you grasp best practices from the beginning with the intent of avoiding unnecessary challenges further along in the process.
Serves as the next step after you have gained a solid understanding of Maya and you're ready for 3D modeling and animation

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3/08/2012

Mastering Autodesk Maya 2011 Review

Mastering Autodesk Maya 2011
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If you're purchasing the Kindle Edition of this book, keep in mind it doesn't have a companion DVD. I was, however, able to contact the publisher's TECHNICAL support at sybex.com and provide my purchase confirmation in order to have a copy of the DVD mailed to me.
(I haven't actually read the book yet so my star rating can be ignored).

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A beautifully-packaged, advanced reference on the very latest version of Maya
If you already know the basics of Maya, the latest version of this authoritative book takes you to the next level. From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professional-level Maya instruction. With pages of scenarios and examples from some of the leading professionals in the industry, this book will help you master the entire CG production pipeline.

Provides professional-level instruction on Maya, the industry-leading 3D animation and effects software
Covers the very latest Maya tools and features, including Dynamics, Maya Muscle, Stereo Cameras, rendering with mental ray, and more
Offers complete coverage of advanced topics such as cloth, fur, and fluids
Showcases the techniques of professionals through numerous examples and real-world scenarios, showing you how to set up and manage 3D animation and visual effects pipelines
Includes a CD with all support files from the book, along with movies to illustrate concepts

If you're looking for an in-depth, professional Maya resource to turn to again and again, Mastering Maya is the book you need.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

For Instructors: Teaching supplements are available for this title.


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2/25/2012

Introducing ZBrush 4 Review

Introducing ZBrush 4
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So I'm currently enrolled at Gnomon School of VFX. and I can not put enough emphasis on how important zbrush is to the pipeline in much of visual / video games today. This book is exactly what you need to get up and get going on the latest version of zbrush. With all the upgrades bells and whistles this program has now, this should easily be an important book in you library. If you are interested and intimidated by computer graphics programs and such, you couldn't pick up a better intro book to one of the most important programs in visual graphics today. Eric Keller has a way of introducing a very complex program in the most understandable way. Can't tell you how awesome it is to have a guide to zbrush 4 on my desk and not scouring the internet for answers. A must buy for anyone interested in learning this program a must have for anyone who is zbrush user.

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Design remarkably realistic creatures, people, and objects using ZBrush and the new edition of this top-selling book. Professional Hollywood animator and ZBrush artist Eric Keller combines his firsthand experience with detailed, step-by-step explanations to make you feel right at home with the interface and tools. The book reinforces the core concepts of ZBrush through fun, hands-on tutorials that will help you achieve amazing results.
Understand ZBrush's unique sculpting and painting technology

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12/12/2011

Complete Maya Programming Volume II, Volume 2: An In-depth Guide to 3D Fundamentals, Geometry, and Modeling (The Morgan Kaufmann Series in Computer Graphics) Review

Complete Maya Programming Volume II, Volume 2: An In-depth Guide to 3D Fundamentals, Geometry, and Modeling (The Morgan Kaufmann Series in Computer Graphics)
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great book on programming maya mel and api. It is the only references on this material. However my biggest complaint is that the proof reading on these sorts of manuals is just as bad as I have seen. Double negitives, typos galour, confusing examples rule the content here. I sometimes wonder if David Gould speaks english. It is as if he is explaining it to himself and not the reader. Changing emphasis in mid thought really makes for some guesswork on the readers part. A necessary evil, I guess as, I recommend his series whenever someone is asking about mel or the api.

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12/08/2011

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation) Review

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation)
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I found this book to be a a very good reference for the development of my first simple finite difference code for the solutions of the incompressible Navier-Stokes equations.
It is not extremely detailed in terms of all the methods exsisting in computational fluid dynamics, but it gives you those information that for a beginner might be hard to find. Good practical examples and a detail explanation on the development of a N-S solver also for FREE SURFACE problems.
Practical things as writing a makefile or how to set your code environment are explained aside of the mathematical analysis of the numerical methods involved.
I highly reccommend this book to those who study the subject but never put into practice that knowledge.
The practical examples are written in C.

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In this translation of the German edition, the authors provide insight into the numerical simulation of fluid flow. Using a simple numerical method as an expository example, the individual steps of scientific computing are presented: the derivation of the mathematical model; the discretization of the model equations; the development of algorithms; parallelization; and visualization of the computed data. In addition to the treatment of the basic equations for modeling laminar, transient flow of viscous, incompressible fluids - the Navier-Stokes equations - the authors look at the simulation of free surface flows; energy and chemical transport; and turbulence. Readers are enabled to write their own flow simulation program from scratch. The variety of applications is shown in several simulation results, including 92 black-and-white and 18 color illustrations. After reading this book, readers should be able to understand more enhanced algorithms of computational fluid dynamics and apply their new knowledge to other scientific fields.

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10/18/2011

Beginning Blender: Open Source 3D Modeling, Animation, and Game Design Review

Beginning Blender: Open Source 3D Modeling, Animation, and Game Design
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Lance Flavell and Apress have been busy writing another Blender 2.5 based book. Lance Flavell (known as Lancer in the Blender community) is a very knowledgeable Blender user. So I was very interested to find out about this book when Apress announced its availability.
So off I went and ordered the Ebook version of the book.
This is a book aimed at Blender beginners who are using the Blender 2.5x series. It takes the approach of introducing a subject and then giving examples and exercises for the reader to try and carryout and as a result learn how some of Blenders features work.
The pictures in the Ebook version are full color and apparently the paper book version also has full color pictures, which is useful. The pictures in the ebook version, unfortunately often had compression artifacts making them look very pixelated. Luckily most of the time the quality of the pictures was just good enough to get the point across, it's a shame the pictures were slightly below par but the rest of the content of the book is a much better standard.
Chapter 1 - This chapter deals with explaining what Blender is, how it came about and what makes it special when compared with other software. Instructions on how to obtain and install Blender are gone over, not in massive detail but in enough to be usable. Especially interesting was the good description of what opensource is and why it is so important.
Chapter 2 - Covers various beginner topics on using Blender, from interacting with the user interface in various ways to manipulating the 3D Cursor and explaining how it works and what it is used for. Once the basic interface features have been described the chapter moves on to explaining Blenders different types of primitive shapes and how to use them to construct simple models. A very good explanation of how to manipulate various parts of meshes and the interface using both the keyboard shortcuts and the mouse manipulations is explained. Usefully notes on possible issues with shortcut key conflicts with various different operating system platforms are highlighted, which I think would be extremely useful for a beginning Blender user to be aware of, as this can often be a problem users encounter and it's not often obvious how to fix it or that anything is wrong when it happens. At the end of this chapter the reader is given an exercise to make a simple robot model. I found this a good way to re-enforce committing to memory the subjects described previously in the chapter. Another thing I liked was the way that keyboard shortcut keys were almost always used and described, even some of the less well known shortcuts were mentioned.
Chapter 3 - Covers the fundamental topics of modeling in Blender, covering the differences between Object Mode and Edit Mode. There is a very clear explanation of what mesh topology is and how it impacts on the overall quality of a finally produced model. Simple modifiers such as Blenders Mirror Modifier and Subsurface Modifier are demonstrated and their uses enumerated. I was surprised the Sculpting and the use of Multi-Resolution Modifier was covered at this point in the book, I was expecting it later on, none the less it was well laid out and easy to understand and guided the user to sculpt a simple cat model. Another very useful feature of Blender covered in this chapter was Blenders Retopology feature. A lot of new Blender users and even some not so new users tend to not know about the Retopology feature (or only find out what it is much later) and I found it very useful that it was covered so early on within the texts. Another example of providing information that is often left out of beginners books is the description of how to use proxy objects when linking objects from a file in Blender. How to create proxy objects is often overlooked as a feature that is advanced and therefore not normally covered, this is not a mistake this book makes.
Chapter 4 - Covers the topics of Lighting and Procedural Texturing. It also covers setting up the camera for doing renderings and its various settings that affect render sizes. A topic I found helpful was how to setup the Blender camera to track objects and lights. After camera setup is covered the various lighting techniques and types supported by Blender are described, not in massive detail but more that enough for a beginning Blender user. Although to my mind the description of how Hemi lights worked was a little inaccurate, but not in a way that is likely to affect new Blender users. The important lighting parameter Dist: was explained very well as were the Spot Light parameters and their uses. How to setup simple lighting rigs and simple explanations of lighting theory were explained but don't expect advanced coverage of the theory side of lighting rigs, but there is a enough there to start with. Good explanations of what Key, Fill and Rim lights are and how they can be combined and positioned for effective lighting of a scene within Blender is described.
Ambient Occlusion and Environment Lighting is very briefly covered. I would liked to have seen more information on how to use environment lighting features and how useful it can be, but in a book of this size, space is limited and you get enough information to get you started.
Having covered the basic lighting features the chapter moves on to describing procedural texturing. It does this by taking a Text object and converting it and applying textures to it, in the form of bump maps and color textures. Applying multiple textures to a material is described and demonstrated on the text object. It was easy to follow and showed just how powerful Blender material and texture system can be.
Chapter 5 - Covers texturing using UV Mapping techniques and the steps involved in preparing textures for modification in external applications such as The GIMP. The description of how to use the Uv Image Editor to unwrap mesh objects is clear and useful. Surprisingly Projection Painting is described, as are texture brushes and how to use them. Another highlight of this chapter was the description of the difference between Bump and Normal Mapping, very informative, as often the distinction is not clear. Also very educational was the description of how Normal maps can be made manually. For those that want to use Blenders ability to create Normal Maps automatically this is also covered. I also really appreciated the section on ways to fix common normal map problems when they are baked, lots of people may benefit from this information not just beginners.
Chapter 6 - Covers Curves, Nurbs and MetaBalls. While curve are often documented in Blender books and tutorials, Nurbs and MetaBalls are much less frequently documented. This is a shame as Nurbs and MetaBalls have features that when used in the right situations can be very useful. The description of how MetaBalls and Nurbs work was not the clearest and it took me a couple of re-reads to get to grips with the information, even so still a useful section. Another small problem with this section is that the text refers to fields and parameter names that have been changed in recent version of Blender, so the names the book gave for parameters do not match, which may be slightly confusing to new users. The coverage of 3D Curves, Bevel Objects and Taper Objects were very clear and I think will be very informative for new user, even not so new users. It's a shame this book was not released a month later as it would have been able to cover RotoBeziers addon which allows for keyframed animated curves, but as it was still a very useful chapter.
Chapter 7 - Goes over basic animation and rigging techniques as well as covering the standard terminology and methodology involved in rigging and animation. The explanation of keyframing both what it is and how to do it within Blender were clear and to the point. Time saving features such as auto-keyframing were noted and their use demonstrated. A simple animation is constructed using a monkey model. The uses for the Graph Editor and Dopesheet are documented, here though I do wish more information had been given as to the differences between what the graph editor is used for and what the Dopesheet is used for. The various bone types and weighting methods are described and each is demonstrated in various ways. Though strangely Blender Auto/Heat Weighting method did not appear to be described, I could have just missed it but if not I do find that very strange.
Chapter 8 - Carries on where things left off in Chapter 7, but this time covering more advanced rigging topics such as what FK and IK is, what Control Bones and Bone Layers are and how and why they are used and the differences between them. A demonstration of how to rig a finger and a leg are gone over as are custom bone shapes. Slightly more exotic features such as Pole Targets are used and a good description of why they are useful is also done. Various ways to create both simple and more advanced foot rig designs were gone over. Once the rigging explanations were completed the chapter moves on to the subject of animation and a basic animated walk cycle is created. The section on shapekeys is very useful as shapekey are often a feature that can be difficult to get to grips with. They are used to demonstrate how to do lip syncing on a speaking character. Overall this chapter was better than most other beginners books in showing some of Blender more useful features, very good chapter.
Chapter 9 - Covers how to use Blender in your Movie Making pipeline. Once you get to this point in your Blender education it becomes useful to use the Video Sequence Editor and Compositing Nodes. So this chapter covers the use of the Video Sequence Editor and Node Compositor to make and do the post processing tasks needed to make movies in...Read more›

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A new world of creative possibilities is opened by Blender, the most popular and powerful open source 3D and animation tool. Blender is not just free software; it is alsoan important professional tool used in animated shorts, television commercials, and shows, as well as inproduction for films like Spiderman 2.Lance Flavell's Beginning Blender will give you the skills to start shaping newworlds and virtual characters, and perhaps lead you down a new professional path.

Beginning Blender covers the Blender 2.5 release in-depth. The book starts withthe creation of simple figures using basic modeling and sculpting. It thenteachesyou how to bridge from modeling to animation, and from scene setup to texture creation and rendering, lighting, rigging, and ultimately, full animation. You will create and mix your own movie scenes, andyou willeven learn the basics of games logic and how to deal with games physics. Whether you are new to modeling, animation, and game design, or whether you are simply new to Blender, this book will show you everything you need to know to get your 3D projects underway.

What you'll learn
How to create models using sculpt mode, extrusion modeling, and more
Go beyond playing with color to learn procedural texturing and UV mapping
How to use light and depth of focus to make are realistic-looking model
Adding rigging and realistic animation
Using the compositor for movie mixing andlip-syncing animations
How to put the games engine and physics to work to create full-featured games

Who this book is for
This book appeals to all who are starting out in 3D, animation, and games design. It also appeals to those who know about 2D design and photography and would like to expand their skill set.

Table of Contents
History and Installation
The Interface
Modeling
Lighting and Procedural Textures
UV Mapping
Curves and NURBS
Basic Rigging and Animation
Advanced Rigging
Making Movies
Particles and Physics
The Game Engine
Going Further
Companies That Use Blender
Blender and GPL Terms of Use
GNU Public License
OpenContent License


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9/16/2011

3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation Review

3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation
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This book was created by Ami Chopine who's excellent video tutorials at Geekatplay.com have inspired me. The book is a thorough walk-through on what the 3D art process is all about. The focus is not on any particular application like 3ds Max or Maya, but looks in detail at the procedures. Although I enjoyed the book, I found myself wanting to try out the projects and lessons on my computer, but to do so I had to translate the procedures into specific steps for Max.
So, It doesn't matter what 3D application you use or plan to use, this is the best introduction to 3D Art I've seen. Ami is meticulous and where I found it most helpful is that even after decades of doing 3d art, I picked up some work flows that have made me more efficient. I recommend this book for anyone curious about what 3D art is all about, and for people who want an excellent overview of techniques used in 3D art to create outstanding images.

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Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.

*Teaches the basics and principles behind creating 3D art with these tips and techniques that cover everything from texturing to painting and scripting to rendering *Filled with 30 print and video tutorials for written by Ami Chopine of GeekAtPlay.com and featuring new models from Daz3d.com! *Companion website includes models, animations, video tutorials, links, and more


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8/29/2011

3-D Human Modeling and Animation, Third Edition Review

3-D Human Modeling and Animation, Third Edition
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I highly recommend this book because it is teaching me a lot about 3D modeling, texturing, lighting, and animation. The book has detailed step-by-step instructions for modeling human characters plus video tutorials that go along with it.
The author is also a professor of 3D animation and it really shows. He presents the material as if you were taking one of his classes explaining and illustrating each step in this complicated process. First I learned how to model simple things like furniture. Then I followed his instructions and was able to model a cartoon character.
Now I'm learning how to model a human. I'm almost done and it's great that I've gotten this far without screwing things up. Sometimes when I had problems making out the exact step, I just played the video tutorial found on the DVD for that part. It really helped!
I noticed a reviewer who said there were errors in the book. I didn't find them. I've seen many other impressive models online that had 5-sided or more polygons such as Steven Stahlberg's awesome human models. He doesn't just stick with 4-sided polygons and look how great his models deform when animated. He's famous for his human models if you didn't know. In one of his tutorials, he says that sometimes you have to use polygons that have more than four sides.
I'm glad I bought this book and I think you will be too once you work with it like I did. I won't deny that you have to put in the time to get the results you want.

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3-D Human Modeling and Animation

Third Edition
All the tools and techniques you need to bring human figures to 3-D life
Thanks to today's remarkable technology, artists can create and animate realistic, three-dimensional human figures that were not possible just a few years ago. This easy-to-follow book guides you through all the necessary steps to adapt your own artistic skill in figure drawing, painting, and sculpture to this exciting digital canvas.
3-D Human Modeling and Animation, Third Edition starts you off with simple modeling, then prepares you for more advanced techniques for creating human characters. After a brief overview of human anatomy, you'll delve into the basic principles of proportion and structure, along with the different body parts. Exploring human modeling, texturing, rigging, and lighting leads you to more advanced techniques for digital figure animation.
Filled with?detailed, practical information about creating and animating 3-D human models, this updated Third Edition now features more than 500 full-color images that detail, step by step, the modeling and animation processes for both male and female figures. Most helpful of all, the included DVD features QuickTime tutorials tied to the modeling chapters and provides detailed color images from the chapters so you can get a quick start in bringing your visions to fruition!

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8/05/2011

3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I Review

3ds Max Modeling for Games, Second Edition: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I
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I've played around with 3ds max for a few years but never really got to grips with it until now.
3ds Max Modelling for Games has taught me more in a month than every other book and DVD I've wasted my money on all together.
The book is extremely simple to begin with, taking you through modelling a box, step by step.
Now I thought that this was a joke initially until I realised that the tutorial was not about modelling a box, but about setting 3ds max up properly with automatic backups, units, scale and the core principles of mapping and unwrapping textures. It even shows how to get a great looking render out of the simplest of models - something I had struggled with in the past.

The book moves on teaching more complex modelling techniques, more complex mapping and even how to take your own photographs and turn them into great looking texture maps - I didn't expect a number of great Photoshop lessons in a 3ds Max book.

Again the tutorials get more complex and cover normal mapping, dirt maps, ambient occlusion, scratch maps, specular maps, and complex lighting and rendering.
But the best thing about the book is that all of the tutorials grow all fit together as pieces of the final finished scene which is an abandoned warehouse. The models, the vehicle, the character - everything all fits together to make a scene with lots of rendering advice to put a good portfolio together.

Finally the book ends with some of the best advice I've ever seen on putting a portfolio together and how to act in an interview.

I haven't been able to put this book down since I got hold of it and I'm now looking forward to the massive character modelling tutorial.

5 stars from me.

p.s. The book has an accompanying website with extra content promised too.


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The2nd edition of Andy Gahan's 3ds Max Modeling for Games, covering the latest version of 3ds Max is here. This book features the realistic style of art that the 1st edition covered, with six completely new chapters for the new version of the software.These newly added sections including: an Intro to 3ds Max, a new normal maps tutorial, expanded portfolio section, LOD's, a brand new environment and muchmore - as well as updates throughout covering latest version of Max.

The gallery will consist of a mix of inspirational concept art, and orthographics for the reader to build various models from. The book comes to us directly from successful game artists within commercial game development circles (Gahan + contributors) and consists of tutorials that start with simpler models and gradually move up to more complex builds.The strength of this book is that it teaches all of the important game modeling elements: character& environment modeling, mapping, texturing, basic animating of credible game characters and levels - using latest version of 3ds Max. As readers move from tutorial to tutorial, they build their own portfolio of high quality work.

Website (www.3d-for-games.com)is unique-an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach anddevelop new artists at work. Alsoincluded: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps& models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 currentposts- backing up the book with a lively forum and community of readers from all over the world, ready to help your work.

* New, expanded tutorials (with the time they take indicated) lead readers through a character and environment from beginning to end and become more complex as the book progresses * Companion website features a robust and supportive forum where readers can get commentary on new work, develop their skills and network with games professionals--currently has over 10,000 posts * Companion website also offers all project files for tutorials and source images and photos to keep the budding artist busy for months


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