Fr. 54.50

3d Modeling - Digital Sculpting, Texture, and Topology

English · Paperback / Softback

Will be released 19.09.2018

Description

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3D modelers use Maya in pipelines for animation, video game, VR/AR. Maya's integration with Mudbox complements general strengths, but professionals turn to specialized tools, including Photoshop, Quixel, 3D-Coat, and Allegorithmic. You will learn how to import/export in various formats, generate and refine models with polygonal geometry, digital sculpting, and textures. Tutorials demonstrate the use of individual photos to generate textures and shading networks, multiple photos to create 3D reference models, and how to use an XBox Kinect for an artist mirror and 3D scanner. This book guides the creation of simple props and environments, from cartoon characters to more realistic humans.

List of contents

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.

About the author










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.


Summary

You will learn how to import/export in various formats, generate and refine models with polygonal geometry, digital sculpting, and textures.

Product details

Authors Canada College, Ken Cope, Ken (Ozcot Studios Cope, Cope Ken
Publisher Taylor & Francis Ltd.
 
Languages English
Product format Paperback / Softback
Release 19.09.2018, delayed
 
EAN 9781498781787
ISBN 978-1-4987-8178-7
No. of pages 416
Subjects Natural sciences, medicine, IT, technology > IT, data processing > Application software

Digital Animation, COMPUTERS / Design, Graphics & Media / Video & Animation, 3D Modeling;Toplogy;UV Mapping;Mudbox;Maya;Digital Sculpting

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