Andrew Sanders
3D Asset Creating Pipeline Using Maya and Mudbox
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Erscheint vorauss. 5. Januar 2026
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Andrew Sanders
3D Asset Creating Pipeline Using Maya and Mudbox
- Broschiertes Buch
This book covers methods to create polygonal and NURBS objects with techniques to add and modify objects and add detail through a number of methods.
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This book covers methods to create polygonal and NURBS objects with techniques to add and modify objects and add detail through a number of methods.
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: Taylor & Francis Inc
- Seitenzahl: 552
- Erscheinungstermin: 5. Januar 2026
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781498787673
- ISBN-10: 1498787673
- Artikelnr.: 60000924
- Verlag: Taylor & Francis Inc
- Seitenzahl: 552
- Erscheinungstermin: 5. Januar 2026
- Englisch
- Abmessung: 234mm x 156mm
- ISBN-13: 9781498787673
- ISBN-10: 1498787673
- Artikelnr.: 60000924
Andrew Sanders graduated from Wayne Community College in Goldsboro, NC with a degree in Simulation and Game Design. He has interned at Figure 8 Technologies as a game programmer and has also worked at Epic Games in the Engine Quality Assurance department before returning to Wanye Community College to teach Level Design and 3D Modeling/Animation. The techniques used in his books were designed from the methods observed at Epic, along with subsequent Podcasts, videos, and teaching. Andrew is the author of An Introduction to Unreal Engine 4, published by CRC Press/A K Peters.
About Autodesk Maya. Project I. Lesson 1: Exploring the Maya Interface.
Lesson 2: Creating a New Project. Lesson 3: Preparing Our Initial Scene.
Lesson 4: Modifying Base Geometry. Lesson 5: Complex Shapes and Textures.
Lesson 6: Creating a UV Set. Lesson 7: Material Creation Using Textures.
Lesson 8: Using Curves to Create Objects. Lesson 9: Using Deformers. Lesson
10: Cleaning the Scene Through the Outliner. Project II. Lesson 11: Putting
it All Together. Lesson 12: Introduction to Mudbox. Lesson 13: Improving
Detail Through Scultping. Lesson 14: Creating a Skeleton. Lesson 15:
Inverse Kinematics vs. Forward Kinematics. Lesson 16: Creating Skeletal
Controls. Lesson 17: Skinning the Character. Project III. Lesson 18:
Grouping Components. Lesson 19: Creating Custom Attributes. Lesson 20:
Using Driver/Driven Keys. Lesson 21: Creating Initial Keyframes. Lesson 22:
Refining Keyframes. Lesson 23: Cleaning-Up Animation Curves Using the Graph
Editor. Lesson 24: Motion Paths. Project IV. Lesson 25: Prepping the Scene
for Final Render. Lesson 26: Improving the Lighting. Lesson 27: Rendering.
Lesson 2: Creating a New Project. Lesson 3: Preparing Our Initial Scene.
Lesson 4: Modifying Base Geometry. Lesson 5: Complex Shapes and Textures.
Lesson 6: Creating a UV Set. Lesson 7: Material Creation Using Textures.
Lesson 8: Using Curves to Create Objects. Lesson 9: Using Deformers. Lesson
10: Cleaning the Scene Through the Outliner. Project II. Lesson 11: Putting
it All Together. Lesson 12: Introduction to Mudbox. Lesson 13: Improving
Detail Through Scultping. Lesson 14: Creating a Skeleton. Lesson 15:
Inverse Kinematics vs. Forward Kinematics. Lesson 16: Creating Skeletal
Controls. Lesson 17: Skinning the Character. Project III. Lesson 18:
Grouping Components. Lesson 19: Creating Custom Attributes. Lesson 20:
Using Driver/Driven Keys. Lesson 21: Creating Initial Keyframes. Lesson 22:
Refining Keyframes. Lesson 23: Cleaning-Up Animation Curves Using the Graph
Editor. Lesson 24: Motion Paths. Project IV. Lesson 25: Prepping the Scene
for Final Render. Lesson 26: Improving the Lighting. Lesson 27: Rendering.
About Autodesk Maya. Project I. Lesson 1: Exploring the Maya Interface.
Lesson 2: Creating a New Project. Lesson 3: Preparing Our Initial Scene.
Lesson 4: Modifying Base Geometry. Lesson 5: Complex Shapes and Textures.
Lesson 6: Creating a UV Set. Lesson 7: Material Creation Using Textures.
Lesson 8: Using Curves to Create Objects. Lesson 9: Using Deformers. Lesson
10: Cleaning the Scene Through the Outliner. Project II. Lesson 11: Putting
it All Together. Lesson 12: Introduction to Mudbox. Lesson 13: Improving
Detail Through Scultping. Lesson 14: Creating a Skeleton. Lesson 15:
Inverse Kinematics vs. Forward Kinematics. Lesson 16: Creating Skeletal
Controls. Lesson 17: Skinning the Character. Project III. Lesson 18:
Grouping Components. Lesson 19: Creating Custom Attributes. Lesson 20:
Using Driver/Driven Keys. Lesson 21: Creating Initial Keyframes. Lesson 22:
Refining Keyframes. Lesson 23: Cleaning-Up Animation Curves Using the Graph
Editor. Lesson 24: Motion Paths. Project IV. Lesson 25: Prepping the Scene
for Final Render. Lesson 26: Improving the Lighting. Lesson 27: Rendering.
Lesson 2: Creating a New Project. Lesson 3: Preparing Our Initial Scene.
Lesson 4: Modifying Base Geometry. Lesson 5: Complex Shapes and Textures.
Lesson 6: Creating a UV Set. Lesson 7: Material Creation Using Textures.
Lesson 8: Using Curves to Create Objects. Lesson 9: Using Deformers. Lesson
10: Cleaning the Scene Through the Outliner. Project II. Lesson 11: Putting
it All Together. Lesson 12: Introduction to Mudbox. Lesson 13: Improving
Detail Through Scultping. Lesson 14: Creating a Skeleton. Lesson 15:
Inverse Kinematics vs. Forward Kinematics. Lesson 16: Creating Skeletal
Controls. Lesson 17: Skinning the Character. Project III. Lesson 18:
Grouping Components. Lesson 19: Creating Custom Attributes. Lesson 20:
Using Driver/Driven Keys. Lesson 21: Creating Initial Keyframes. Lesson 22:
Refining Keyframes. Lesson 23: Cleaning-Up Animation Curves Using the Graph
Editor. Lesson 24: Motion Paths. Project IV. Lesson 25: Prepping the Scene
for Final Render. Lesson 26: Improving the Lighting. Lesson 27: Rendering.