رکورد قبلیرکورد بعدی

" Game character development / "


Document Type : BL
Record Number : 1040365
Doc. No : b794735
Main Entry : Ward, Antony,1975-
Title & Author : Game character development /\ Antony Ward.
Publication Statement : Boston, MA :: Course Technology,, ©2008.
Page. NO : 1 online resource (x, 213 pages) :: illustrations (some color)
ISBN : 1598636944
: : 9781598636949
: 1598634658
: 9781598634655
Contents : ""Contents""; ""Introduction""; ""Chapter 1 Subdivision Surfaces""; ""What Are Subdivision Surfaces?""; ""How Do Subdivision Surfaces Work?""; ""Hard Surfaces""; ""Surfaces Memory""; ""Why Is Subdivision Surface Modeling Useful for Real-Time Models?""; ""Chapter 2 Model Construction""; ""Mesh Topology""; ""Edge Loops""; ""n-Gons and Poles""; ""Modeling Methods""; ""Point by Point""; ""Extruding""; ""Box Modeling""; ""Sculpting""; ""Resurfacing""; ""Chapter 3 The Character You�ll Create: The Ogre""; ""About the Ogre""; ""About the Artist""; ""Why I Chose the Ogre""
: ""Chapter 4 Model Preparation and Recycling""""Model Preparation""; ""Researching Your Character""; ""Real-Time Game Model Restrictions""; ""Recycling Previously Created Models""; ""Getting Feedback""; ""Approach""; ""Chapter 5 Building Foundations""; ""Silo""; ""Creating the Basic Shape""; ""Preparing Your Scene""; ""Arms""; ""Legs""; ""Torso""; ""Combining Elements""; ""Extremities""; ""Hands""; ""Feet""; ""Head and Face""; ""The Basic Shape""; ""Eyes""; ""Mouth""; ""Nose""; ""Ears""; ""Attaching the Head""; ""Hair and Fur""; ""Clothing""; ""Shirt""; ""Loin Cloth""; ""Accessories""
: ""Iris Modeling""""Base Materials""; ""Detail Texturing""; ""Eye Tweaking and Fitting""; ""Belt, Buckle, and Straps""; ""Hair, Fur, and Cloth Detail""; ""Finishing Touches""; ""Chapter 12 What�s Next?""; ""The Pipeline""; ""Appendix: Resources""; ""Websites""; ""Books""; ""Forums""; ""Tools and Applications""; ""Index""; ""A""; ""B""; ""C""; ""D""; ""E""; ""F""; ""G""; ""H""; ""I""; ""I""; ""L""; ""M""; ""N""; ""O""; ""P""; ""Q""; ""R""; ""S""; ""T""; ""U""; ""V""; ""W""; ""X""; ""Z""
: ""Surface Normals and Shading""""The Bump Map""; ""The Normal Map""; ""The Parallax Map""; ""The Displacement Map""; ""Ambient Occlusion""; ""Chapter 9 Texture Building""; ""Map Extraction""; ""Texture Painting""; ""Base Colors""; ""Head""; ""Arm and Hand""; ""Leg and Foot""; ""Clothing""; ""Compiling""; ""Specular Maps""; ""Chapter 10 Optimization and Refinement""; ""Silhouette Refinement""; ""Optimization and Deformation""; ""Bend but Don�t Break""; ""Polygon Culling""; ""Off to Work""; ""Chapter 11 Modeling the Extras""; ""Eyes""; ""Eye Anatomy""; ""Outer Eye Modeling""
: ""The Final Model""""Chapter 6 UV Mapping""; ""Autodesk Maya""; ""Mapping Methods""; ""What Is UV Mapping?""; ""Projection Mapping""; ""Pelt Mapping""; ""UV Preparation""; ""Texture Layout""; ""Dividing the Ogre""; ""Applying UVs""; ""Adding a Checker Texture""; ""Head""; ""Hand and Arm""; ""Foot and Leg""; ""Clothing""; ""UV Layout""; ""Chapter 7 Virtual Sculpting""; ""Introduction to Sculpting""; ""Brushes""; ""Stencils""; ""Autodesk Mudbox""; ""Let�s Sculpt""; ""Arm and Hand""; ""Leg and Foot""; ""Head""; ""Clothing""; ""All Together Now""; ""Resurface""; ""Chapter 8 Detail Textures""
Abstract : "Game Character Development" takes you through all the steps needed to create compelling, highly-detailed characters for games. This book is suitable for both beginner game artists and experienced designers who want to brush up their skills, and covers the latest character creation tools and technologies. Throughout this book you will work step-by-step to create a finished character that incorporates all of the methods presented. First you'll examine the available modeling techniques and then create a base mesh. You'll then incorporate UV mapping and virtual sculpting. With the basic model created, you'll explore advanced techniques to add texture and detail, and finish up by optimizing and refining your character. The techniques presented can be applied with virtually any 3D software program, so you're free to work within the application with which you're most familiar. If a specific tool is introduced, a brief introduction will cover the basic information you need to utilize it. There's even a chapter with suggestions on what you'll need to add to your finished character before it gets introduced into the game production pipeline, including adding facial expression, rigging, and even animation. And a helpful reference section provides additional resources to help you with those next steps.
Subject : Computer animation.
Subject : Three-dimensional display systems.
Subject : Computer animation.
Subject : Computer animation.
Subject : COMPUTERS-- Digital Media-- Video Animation.
Subject : Three-dimensional display systems.
Subject : Three-dimensional display systems.
Subject : Maya (Computer file)
: Maya (Computer file)
: Maya (Computer file)
Dewey Classification : ‭006.696‬
LC Classification : ‭TR897.7‬‭.W37 2008eb‬
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