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Game Character Modeling and Animation with 3ds Max [With DVD]: SOA, BPM, and Web Services in Professional Media Systems

Autor Yancey Clinton
en Limba Engleză Mixed media product – 11 oct 2007
This book takes you step-by-step through the process of creating a playable 3D character using 3DS Max.

Offering a complete overview of the 3D real-time character asset creation pipeline. Yancey Clinton will take you through the five major subjects used in the asset pipeline:
1. 3D modeling, including techniques specifically for both the body and head.
2. Unwrapping a model, which is one of the most misunderstood processes.
3. An overview of creating textures for your Unwrapped chararacter using Photoshop.
4. Rigging or Skinning a Character, using the industry standard Character Studio 4.
5. 'How to make your character move' with an overview of game animation and deeper into Character Studio.

But it doesn't end there! Yancey also shows you the final step; how to actually put the model into the Unreal editor and compile it for play in Unreal Tournament.

* Convenient learning - the companion DVD contains everything needed to complete the tutorials, so chapters and subjects can be tackled in any order
* Proven techniques - the book is based on the author's successful course at the Digital Media Academy
* Certified training - co-published with the software developer, Autodesk
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Specificații

ISBN-13: 9780240809786
ISBN-10: 0240809785
Pagini: 347
Ilustrații: Approx. 700 illustrations
Dimensiuni: 187 x 233 x 20 mm
Greutate: 0.78 kg
Editura: Focal Press

Public țintă

Game designers, programmers, art directors, and sound designers. Students will learn how to design effective interactive characters.

Cuprins

Why make a real-time character? What it takes to make real-time character? Software Hardware Time What is a 3d real-time character made of? Model Texture Skeleton Animations What this book will teach you and include How to do all of the above Samples of the above Chapter 1 3D Character modeling Character design, before you begin modeling The model sheet Setting up for 3d character modeling Where to start Building in pieces Body Building Tutorial Head Building (more than just low polly modeling) Tutorial Finalizing in preparation for unwrapping Chapter 2 Texture Mapping and the UVW Unwrap Modifier What is a texture map? Components of a complete texture map Diffuse Bump Map Normal Bump Map (max7) What is mapping? Spherical mapping Planer mapping Cylindrical mapping Box mapping What is UVW Unwrap? Why Unwrap? Why the checker map? Unwrapping the Body Tutorial Unwrapping the Head Tutorial Preparation for Painting Chapter 3 - Painting the texture Painting in Photoshop CS, tools Editing your Unwrap snapshot, layers, crop Painting Faces Painting cloths File types Chapter 4 - Rigging One small fix for the model before rigging (UT2004fix) Introduction to Character Studio Biped Figure mode Sizing the Armature Footstep mode Freeform mode Physique Adding Physique for Games Adding Physique for everyone else Editing the Physique modifier The Rig Tutorial Adding animation to your Biped The 68 animations for Unreal2004 Changing animations (.BIP's) Exporting for UT2004 Chapter 5 - Export/Import Using Actor-X Gathering assets Using Unreal Ed 3.0 to compile your character Tutorial Adding your character to the game Tutorial Chapter 6 - Editing Motion capture data with Character Studio Importing, key reduction, footprint extraction Conversion to freeform/footprint Editing, blending, layers, motion flow Afterword

Notă biografică

Yancey Clinton is an internationally known Master of 3DS Max. Having taught 3ds before Max existed, back in the 'dark days' of DOS, he instructed thousands for new careers in the 3D arts. With his own freelance production company and over 15 years experience in 3D production, Yancey has worked on all different kinds 3D related projects, mostly for video games, print, and production. As one of the few Discreet Certified Instructor of 3ds Max, and an Adobe Certified Trainer, Yancey brings his rich background of production and instructional experience to the DMA programs. He lives in San Francisco.