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Informationen zum Autor Kelly L. Murdock has written about computer topics ranging from multimedia to JavaScript. He has also created 3D models for feature films and worked as a freelance 3D artist. Klappentext * For readers intrigued by 3D video games as a hobby or a potential career, this book offers an introduction to the world of 3D game animation and provides step-by-step instructions on creating storyboards, scenery, characters, and even software* Cover topics such as working with 3D coordinates, keyframing, NURBS modeling, lighting, rigging, skinning, particle effects, and more* Video game sales exceeded the movie industry's box office draw last year by $1 billion Zusammenfassung Suitable for readers intrigued by 3D video games as a hobby or a potential career, this book offers an introduction to the world of 3D game animation and provides step-by-step instructions on creating storyboards, scenery, characters, and even software. It covers topics such as working with 3D coordinates, keyframing, NURBS modeling, and lighting. Inhaltsverzeichnis Introduction 1 About This Book 1 Conventions Used in This Book 2 Foolish Assumptions 3 How This Book Is Organized 3 Part I: Creating 3D Content for Games 3 Part II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 3 Part III: Designing, Modeling, and Animating Game Characters 4 Part IV: Animating Game Cut Scenes 4 Part V: The Part of Tens 4 Icons Used in This Book 4 Part I: Creating 3D Content for Games 5 Chapter 1: Getting Started with 3D Game Animation 7 This Whole Place Is Full of 3D - Identifying 3D Game Elements 8 User interfaces 8 Backgrounds 9 Scenery and props 10 Characters 10 Cut scenes 11 Opening the Toolbox - the Tools Used to Create 3D Game Animations 11 Modeling, rendering, and animation software 12 Paint and texturing software 15 Compositing software 15 Hardware requirements 15 Creating 3D Games - Slightly More Complicated Than a Connect-the-Dots Puzzle 16 Game design 16 Art design 17 Integration 17 Testing 17 Learning the Big Picture 17 Chapter 2: Game and Art Design, and Creating Storyboards 19 Documenting the Game Design: What Exactly Does This Game Do? 20 Brainstorming 20 Gathering feedback 20 Writing a Game Design Document 21 Adding flowcharts 21 Obtaining approval 23 Growing Ideas into Design - Beginning the Art Design Phase 23 Sketching inspirations: You didn't throw away your pencils, did you? 23 Compiling reference materials 24 Fleshing out details, and producing final designs 25 Labeling details 25 Creating Storyboard Documents 25 Types of storyboards 26 Specifying logical flow paths 26 Storyboarding cut scenes 27 Creating a master storyboard 27 Who's Talking Now? Adding Dialogue 27 Chapter 3: Starting with Traditional Animation Basics 29 Layering Images - the Simplest Animation Technique 30 Look at the Birdie and Smile - Focusing the Audience's View 30 Avoid complex motions 31 Displaying anticipation of intended motion 31 Emphasizing motion with exaggeration 32 Making foreground objects stand out 32 Do You Have a Good Stopwatch? Controlling Timing and Pacing 32 Establishing correct timing 33 Establishing pacing 34 Do I Need to Draw Every Frame? Accomplishing Efficient Animation Techniques 34 Posing characters and in-betweening 34 Using animation loops 35 Panning images 35 Animating Realistic Motions 36 Animating physically realistic reactions 36 Making realistic motion with primary and secondary motion 36 Developing a...
Table des matières
Introduction 1
Part I: Creating 3D Content for Games 5
Chapter 1: Getting Started with 3D Game Animation 7
Chapter 2: Game and Art Design, and Creating Storyboards 19
Chapter 3: Starting with Traditional Animation Basics 29
Part II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds 39
Chapter 4: Creating Game User Interfaces 41
Chapter 5: Modeling Scenery and Props 59
Chapter 6: Adding Details with Materials 87
Chapter 7: Mapping Textures 97
Chapter 8: Creating Effective Lighting 115
Part III: Designing, Modeling, and Animating Game Characters 131
Chapter 9: Techniques for Modeling Characters 133
Chapter 10: Discovering the Basics of 3D Animation 173
Chapter 11: Animating Characters 193
Chapter 12: Animating Facial Movements 209
Chapter 13: Automating Reactions with Dynamics 217
Part IV: Animating Game Cut Scenes 227
Chapter 14: Animating Scene Elements 229
Chapter 15: Animating with Particles 241
Chapter 16: Rendering an Animation 253
Part V: The Part of Tens 265
Chapter 17: Ten Types of Tools Used by Game Companies 267
Chapter 18: Ten Creative Jobs in the Animation Industry 279
Chapter 19: Ten Ways to Land a Job as a 3D Game Animator 287
Appendix A: Using Game Engine Tools 305
Appendix B: Glossary of Animation Terms 337
Appendix C: Directory of Animation Schools 351
Index 355