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The essential 3D art reference complete with tutorials and a full-service companion website - from GeekAtPlay.com!
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The essential 3D art reference complete with tutorials and a full-service companion website - from GeekAtPlay.com!
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Focal Press
- Artikelnr. des Verlages: Y140859
- Seitenzahl: 270
- Erscheinungstermin: 23. März 2011
- Englisch
- Abmessung: 232mm x 193mm x 25mm
- Gewicht: 589g
- ISBN-13: 9780240814711
- ISBN-10: 0240814711
- Artikelnr.: 32958516
- Verlag: Focal Press
- Artikelnr. des Verlages: Y140859
- Seitenzahl: 270
- Erscheinungstermin: 23. März 2011
- Englisch
- Abmessung: 232mm x 193mm x 25mm
- Gewicht: 589g
- ISBN-13: 9780240814711
- ISBN-10: 0240814711
- Artikelnr.: 32958516
Ami has been dabbling in computer graphics since she was a child. She co-founded Geekatplay Studio through which several award winning images and animations were released. In September of 2007, the Geekatplay team started releasing video tutorials for Vue. As well as editing Vladimir's work, Ami developed and recorded a Vue tutorial series for beginners, called Discovering Vue, one of Geekatplay's most popular products. Their tutorials are well known the community for being the most informative and easiest to follow of all the Vue tutorials available. Since then, she has also written several tutorials for 3D World Magazine. A graduate of Orson Scott Card's Literary Bootcamp with published fiction, Ami has a passion for teaching and helping other artists develop their creativity. She brings to the table high end professional writing skills, with a strong emphasis on clarity, keeping interest, and understanding the needs of her audience. She is also the co-author of 'Vue 7: From the Ground Up' which published in May 2009.
Chapter 1 A History of Computer Graphics and Special Effects; Chapter 2 Getting Started And Getting Finished; Chapter 3 Polygons: How 2D Becomes 3D; Chapter 4 Nurbs: The Spliny Truth; Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs; Chapter 6 Deforming: It's a Good Thing; Chapter 7 Rigging; Chapter 8 Animation: It's Alive!; Chapter 9 Dynamics: Let's Get Physical; Chapter 10 How the Pixel Gets its Color; Chapter 11 More than Just Color; Chapter 12 Light Effects; Chapter 13 Lighting the Way; Chapter 14 Working the Camera; Chapter 15 Environments; Chapter 16 Rendering; Chapter 17 Procedures and Graphs; Chapter 18 Scripting; Chapter 19 What Tools to Use; Chapter 20 Making a Career Out of 3D;
Chapter 1 A History of Computer Graphics and Special Effects
Chapter 2 Getting Started And Getting Finished
Chapter 3 Polygons: How 2D Becomes 3D
Chapter 4 Nurbs: The Spliny Truth
Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs
Chapter 6 Deforming: It's a Good Thing
Chapter 7 Rigging
Chapter 8 Animation: It's Alive!
Chapter 9 Dynamics: Let's Get Physical
Chapter 10 How the Pixel Gets its Color
Chapter 11 More than Just Color
Chapter 12 Light Effects
Chapter 13 Lighting the Way
Chapter 14 Working the Camera
Chapter 15 Environments
Chapter 16 Rendering
Chapter 17 Procedures and Graphs
Chapter 18 Scripting
Chapter 19 What Tools to Use
Chapter 20 Making a Career Out of 3D
Chapter 2 Getting Started And Getting Finished
Chapter 3 Polygons: How 2D Becomes 3D
Chapter 4 Nurbs: The Spliny Truth
Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs
Chapter 6 Deforming: It's a Good Thing
Chapter 7 Rigging
Chapter 8 Animation: It's Alive!
Chapter 9 Dynamics: Let's Get Physical
Chapter 10 How the Pixel Gets its Color
Chapter 11 More than Just Color
Chapter 12 Light Effects
Chapter 13 Lighting the Way
Chapter 14 Working the Camera
Chapter 15 Environments
Chapter 16 Rendering
Chapter 17 Procedures and Graphs
Chapter 18 Scripting
Chapter 19 What Tools to Use
Chapter 20 Making a Career Out of 3D
Chapter 1 A History of Computer Graphics and Special Effects; Chapter 2 Getting Started And Getting Finished; Chapter 3 Polygons: How 2D Becomes 3D; Chapter 4 Nurbs: The Spliny Truth; Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs; Chapter 6 Deforming: It's a Good Thing; Chapter 7 Rigging; Chapter 8 Animation: It's Alive!; Chapter 9 Dynamics: Let's Get Physical; Chapter 10 How the Pixel Gets its Color; Chapter 11 More than Just Color; Chapter 12 Light Effects; Chapter 13 Lighting the Way; Chapter 14 Working the Camera; Chapter 15 Environments; Chapter 16 Rendering; Chapter 17 Procedures and Graphs; Chapter 18 Scripting; Chapter 19 What Tools to Use; Chapter 20 Making a Career Out of 3D;
Chapter 1 A History of Computer Graphics and Special Effects
Chapter 2 Getting Started And Getting Finished
Chapter 3 Polygons: How 2D Becomes 3D
Chapter 4 Nurbs: The Spliny Truth
Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs
Chapter 6 Deforming: It's a Good Thing
Chapter 7 Rigging
Chapter 8 Animation: It's Alive!
Chapter 9 Dynamics: Let's Get Physical
Chapter 10 How the Pixel Gets its Color
Chapter 11 More than Just Color
Chapter 12 Light Effects
Chapter 13 Lighting the Way
Chapter 14 Working the Camera
Chapter 15 Environments
Chapter 16 Rendering
Chapter 17 Procedures and Graphs
Chapter 18 Scripting
Chapter 19 What Tools to Use
Chapter 20 Making a Career Out of 3D
Chapter 2 Getting Started And Getting Finished
Chapter 3 Polygons: How 2D Becomes 3D
Chapter 4 Nurbs: The Spliny Truth
Chapter 5 Subdivision Surfaces: The Marriage of Polygons and Nurbs
Chapter 6 Deforming: It's a Good Thing
Chapter 7 Rigging
Chapter 8 Animation: It's Alive!
Chapter 9 Dynamics: Let's Get Physical
Chapter 10 How the Pixel Gets its Color
Chapter 11 More than Just Color
Chapter 12 Light Effects
Chapter 13 Lighting the Way
Chapter 14 Working the Camera
Chapter 15 Environments
Chapter 16 Rendering
Chapter 17 Procedures and Graphs
Chapter 18 Scripting
Chapter 19 What Tools to Use
Chapter 20 Making a Career Out of 3D