Tuesday, April 8, 2008
Maya.8.Character.Modeling
This Maya modeling book is unique in its approach to modeling a high-resolution character model. Where other books take a grueling approach that often leaves readers confused, Maya 8 Character Modeling breaks down the character into an easy-to-follow formula. Readers learn that modeling a character can be accomplished without the fear of being in over their heads. In addition, the author takes a light-hearted approach to the subject matter, making the learning process easier to digest. This allows the reader to look at the modeling process as an enjoyable undertaking as opposed to dealing with the steep learning curve of other modeling books.
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The.Game.Animators.Guide.to.Maya
The Ultimate Resource for Professional Game Animators
Game animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator's Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It's the perfect reference and tutorial for those looking to develop or refine their game animation skills.
The enclosed CD features more than $3000 worth of exclusive content, including models, high-resolution textures, animations, concept art, and animation reference videos. It also includes the Maya Personal Learning Edition and project files so you can complete the hands-on tutorials.
The Game Animator's Guide to Maya gives you an insider's view of the animation business and teaches the skills necessary to animate everything from characters to vehicles to lip-synching audio. First, you'll get an introduction to the industry and typical game development pipelines, then learn rigging and animation basics before moving on to advanced techniques and the detailed tutorials. Inside, you'll find:
* Game Career Guide: Industry information, demo reel advice, job descriptions, game asset pipeline overview
* Animation Techniques: detailed explanation of animation terms, techniques, tools, concepts, and editors
* Rigging and Animation Setup: IK and FK, joint hierarchies, skeleton controls, constraints, selection handles, and more
* True Game Animation: real-world assignments that mimic the day-to-day jobs of professional game animators--walk cycles, run cycles, idle cycles, action sequences, lip-synching to audio, and more
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Maya.7.for.Windows.and.Macintosh.Visual.QuickStart.Guide
Adding tools that allow users to realize the 2D Toon look of comic books, cartoons, manga and anime; create spectacular clothing, fur or long hair for characters; and move data quickly back and forth between Maya and Adobe Photoshop or Illustrator, an already cool program just got even cooler. Here to take budding animators and modelers from 0 to 60 fast in Maya 7 is the eagerly anticipated update to everybody's favorite Maya tome: Maya 7: Visual QuickStart Guide! In these pages, best-selling authors Danny Riddell and Steve Anzovin use a combination of task-based instruction and strong visual aids to take readers step by step through all of Maya's essentials: unsurpassed character rigging and posing, integration with essential production tolls such as Photoshop, Illustrator, Flash and more. Both beginning users, who want a thorough introduction to the topic, and more advanced users, who are looking for a convenient reference, will find what they need here in straightforward language and through readily accessible examples, peppered with tons of timesaving tips and tricks. By the end of the volume, users will be creating their own alternate universes in Maya 7!
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Sunday, February 3, 2008
Advanced Lighting And Materials With Shaders - Wordware
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3D Lighting - History Concepts And Techniques - Charles River Media
These first five out of eight chapters are only the first 130 pages of the book. The remaining three chapters, encompassing over 310 pages, are the heart of the book: basic lighting, applied techniques, and dealing with various lighting situations. Filled with numerous specific and conceptual examples, these three chapters describe techniques and principles that can be applied to virtually any scene using any program. It would be fair to call this section of the book... enlightening. Breaking away from a computer-centric mentality, the book's Appendix A discusses the physiology of the human eye--its physical makeup, how it works, and how it converts what it sees to a signal understandable to the human brain. Appendix B offers a short history of photography, including how the focused image is burned into the chemical surface of the receiving plate. The only real drawback of this book is its lack of color images. While there is an eight-page color plate section in the middle, this is hardly enough to sustain a book that's devoted to lighting and color theory. And, although the accompanying CD-ROM includes most, if not all, of the pictures used in the book, it is not nearly as helpful as having color pictures in the text. The liberal use of black-and-white images throughout the book is almost an insult to a book about color and light. While application-specific reference books have their place, there are far too few that focus on specific concepts. Lighting is as important as texturing, animation, and rendering, and 3-D Lighting: History, Concepts & Techniques is thoroughly important to the field.
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Digital Character Animation 2 Vol 1 Essent Techniques
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Digital Character Animation 2 Vol 2 - Advanced Techniques
Character Development and Storytelling for Games - Premier Press
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Digital Character Animation 3
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Digital Animation Bible: Creating Professional Animation with 3ds Max, Lightwave
MASTER DIGITAL ANIMATION -- USING THE THREE HOTTEST PROGRAMS
Essential to today's commercials, feature films, games corporate presentations, and education digital animation is the hottest career prospect in the media creation business. In this new arena, creativity is king, not the size of your studio.
In the Digital Animation Bible, Videography and Digital Cinema magazine Contributing Editor George Avgerakis, a professional digital animator and videographer, gives you everything you need to get started, showing how any determined and creative reader can master this exciting new field by learning the fundamentals -- and getting comfortable with any of the three leading software packages that form the common language of contemporary digital animation.
STEP BY STEP: HOW TO SET UP AND OPERATE YOUR OWN DIGITAL ANIMATION STUDIO
Digital Animation Bible:
* Helps you get your fist professional experience as an intern
* Provides essential information on choosing and using the right software, with dozens of hands-on examples
* Shows you how to put together a killer show reel
* Guides you into your first paying job, from interview to paycheck
* Shows you how to take a client from a need to a complete storyboard
* Helps you originate, define, and render unforgettable characters
* Facilitates your skill in lighting 3-D animations
* Prepares you for your new life as a professional digital animator or studio owner!
Password: www.blueportal.org
Directx9 Graphics The Definitive Guide To Direct 3D - Wordware Publishing
Learn how to: * Create and render 3D worlds. * Use index and vertex buffers to represent 3D primitives. * Apply 3D mathematical theory to graphic design. * Export 3D models from 3D rendering applications and import them into DirectX as meshes. * Save and load data using X files. * Create snow, rain, fog, and more using point sprites and particle systems. * Animate pixel data on textures. * Enhance your game world with real-time lighting and texture mapping. * Employ skeletal animation to animate meshes.
About the Author
Alan Thorn is an experienced and well-traveled freelance programmer and games developer living in London. He frequently fulfills the roles of programmer, graphic artist, writer, and special effects expert as he delivers creative solutions to some of the largest corporations in the entertainment and leisure industry. He is also the author of DirectX 9 User Interfaces: Design and Implementation.
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Model, Rig and Animate by Michele Bousquet
1-How do I model my character?
2-How do I enhance my character look with materials?
3-How do I animate my new character?
These questions form the basic steps to brin3g your character to life. Michele Bousquet has answered them in his book Model RIG Animate with 3DS Max 7.
The first and the second chapters answer the first two questions about modeling and adding materials to the character. Starting with pre-training on the tools used in modeling and adding materials, Michele goes step by step in his tutorial and applies each tool on the example included in the book CD.
The preparation for animation process is covered well in the third, fourth and fifth chapters. Chapter 3 teaches you how to assign bones for the model. Adding RIGs to the bones process is described in chapter 4. After completing the bones, chapter 5 is concerned with associating the bones with the model, which is known as the skinning.
My favorite topic, animating the model, is covered in the last two chapters. Chapter 7 is concerned with the character modeling, when chapter 8 concentrates on the facial animation.
This book is a must-have reference for animators, designers and teachers who want to deliver the modeling and animation with rigging features in 3DS Max7 in a simple focused way.
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Book Description
3ds max 7 provides unparalleled character animation functionality, and in this book you will learn how to take advantage of all of these tools. Simple step-by-step tutorials, glorious full-color examples, and an easy-to-understand approach to tricky concepts will have you creating and animating your own characters within hours! Author and award-winning animator Michele Bousquet answers all your questions about character modeling, rigging, and animating in 3ds max -- in the process illuminating the techniques used by game developers, broadcast and film companies, industrial designers, and more. As you complete the book’s projects and exercises -- using the files contained on the companion CD -- you’ll learn the fundamentals of character modeling, character rigging, creating rigs with custom controls, skinning, character animation, and more.
About the Author
Michele Bousquet, technical writer at Discreet and award-winning animator, has been writing about 3ds max since its first release. Michele's recent publications include Harnessing 3ds max 5 and Mastering the Art of Production with 3ds max 4.
Level of Detail for 3D Graphics - Morgan Kaufmann
Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work.
* Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems.
* Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds.
* Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics.
* Covers the full range of LOD methods from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement.
* Includes an accompanying Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more.
Game Character Development with Maya - New Riders
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Digital Texturing & Painting - Owen Demers
If you are involved in the world of 3D in any way—or even if you're simply a student of art and design theory—please take a look at this book. It's an amazing piece of work, exploring the theory and practice of applying texturing maps and paint effects to models and scenes. Yet somehow that doesn't do the book justice, possibly because author Owen Demers grounds his discussion in such solid fundamental ground that the book comes off as equal parts museum catalog, art school text, and industry profile. Face it, most 3D students and professionals have limited skill sets in art theory; yet these people are expected to turn out ever-higher quality work to keep up with audience expectations. We're beyond the days of dancing gasoline pumps... the release of Final Fantasy signals a new benchmark for mass-audience expectations of realistic quality in 3D. Want to know how to do this stuff right? Check out [digital] Texturing & Painting. Each edition of the New Riders [digital] series addresses a distinct discipline: Character Animation; Lighting & Rendering; and now Texturing & Painting (editions on modeling, compositing, and more are in development). What makes Owen Demers such an expert? He's the guy behind the incredible surface texturing in Bingo, the proof-of-concept digital short made with Alias|Wavefront's Maya when it first released. I still remember people walking out of the theatre at SIGGRAPH shaking their heads in disbelief after seeing the hair, the pores on the skin of the characters... "How did they DO that?" Owen teaches you what you need to know before you fire up your software.
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Digital Lighting and Rendering - Jeremy Birn
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the Art of Maya
You can get it from this link http://rapidshare.com/files/74390237/Alias_.The.Art.of.Maya._2000__.6.0.ShareConnector.pdf
57 3D Max and Maya E-Books
http://rapidshare.com/files/29964211/57_3D_Max_and_Maya_E-books.part01.rar http://rapidshare.com/files/29968813/57_3D_Max_and_Maya_E-books.part02.rar http://rapidshare.com/files/29972552/57_3D_Max_and_Maya_E-books.part03.rar http://rapidshare.com/files/29972753/57_3D_Max_and_Maya_E-books.part04.rar http://rapidshare.com/files/29976410/57_3D_Max_and_Maya_E-books.part05.rar http://rapidshare.com/files/29976610/57_3D_Max_and_Maya_E-books.part06.rar http://rapidshare.com/files/30115126/57_3D_Max_and_Maya_E-books.part07.rar http://rapidshare.com/files/30119092/57_3D_Max_and_Maya_E-books.part08.rar http://rapidshare.com/files/30125841/57_3D_Max_and_Maya_E-books.part09.rar http://rapidshare.com/files/30134415/57_3D_Max_and_Maya_E-books.part10.rar http://rapidshare.com/files/30142573/57_3D_Max_and_Maya_E-books.part11.rar http://rapidshare.com/files/30149835/57_3D_Max_and_Maya_E-books.part12.rar http://rapidshare.com/files/30157207/57_3D_Max_and_Maya_E-books.part13.rar http://rapidshare.com/files/30165700/57_3D_Max_and_Maya_E-books.part14.rar http://rapidshare.com/files/30291649/57_3D_Max_and_Maya_E-books.part15.rar
Matchmoving: The Invisible Art of Camera Tracking
Coverage includes:
- Understanding how matchmove programs work
- Perspective matching
- Getting optimal 2D tracking data
- Calibrating/solving cameras
- Using automatic tracking
- Fitting matchmoves into a CG set
- Mastering matchamation techniques
- Modeling from matchmoves
- Troubleshooting bad matchmoves
- Multi-purposing matchmove data
Digital Animation Bible by George Avgerakis
MASTER DIGITAL ANIMATION -- USING THE THREE HOTTEST PROGRAMS
Essential to today's commercials, feature films, games corporate presentations, and education digital animation is the hottest career prospect in the media creation business. In this new arena, creativity is king, not the size of your studio.
In the Digital Animation Bible, Videography and Digital Cinema magazine Contributing Editor George Avgerakis, a professional digital animator and videographer, gives you everything you need to get started, showing how any determined and creative reader can master this exciting new field by learning the fundamentals -- and getting comfortable with any of the three leading software packages that form the common language of contemporary digital animation.
STEP BY STEP: HOW TO SET UP AND OPERATE YOUR OWN DIGITAL ANIMATION STUDIO
Digital Animation Bible:
* Helps you get your fist professional experience as an intern
* Provides essential information on choosing and using the right software, with dozens of hands-on examples
* Shows you how to put together a killer show reel
* Guides you into your first paying job, from interview to paycheck
* Shows you how to take a client from a need to a complete storyboard
* Helps you originate, define, and render unforgettable characters
* Facilitates your skill in lighting 3-D animations
* Prepares you for your new life as a professional digital animator or studio owner!
Animator's Survival Kit
Williams' long awaited book on animation technique is the logical successor to Preston Blair's CARTOON ANIMATION and it successfully updates some of the weaknesses of that book, particularly in handling dialogue animation. He covers a lot of the same ground that Frank Thomas and Ollie Johnston did in their now out-of-print THE ILLUSION OF LIFE.
There is some history, but that's available in other books. What is unique about this book is that Williams writes how surprised he, an Academy Award winning animator with a successful professional studio, was to learn that he needed to learn just about everything over again from Harris and Babbitt. Fortunately for us he is now sharing these priceless lessons with the public.
The most important thing that an aspiring animator will get from this book is: that animation IS an art form, and good animation has nothing to do with whether it is done on computer or on paper. Williams exhorts his readers to 'draw whenever possible' and even though there is a computer modelled figure on the cover of the book, there is not a single piece of computer generated imagery in it. The book is about the bare bones, about creating life in art. Animation is the twentieth century's contribution to world art and deserves to be taken very seriously.
Any animator looking for a book to help them improve their craft knows that most books on animation usually fall short in so many ways, it's easy to think it's impossible to write a comprehensive and accurate book on the subject (don't even get me started about the abysmal state of computer character animation books). Williams is the penultimate animator's animator and he tells it like it is. Williams systematically demystifies virtually every aspect of animation from simple walk cycles, to breaking joints to dialogue and acting. Along the way, he corrects or eliminates information that is inaccurate or practices that distract (lose the headphones and the rad tunes when you work and watch your quality and quantity improve). Williams also is a great storyteller and writer. His accounts with Milt Kahl, Art Babbit and Ken Harris are gems, giving real insight into the personalities of these ingenious men. Since so much of the book is gleaned from his tutaluge under the now-gone "greats" of animation, any price for this tome is a steal. His gift to the world is this book.
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the Art of Maya
You can get it from this link http://rapidshare.com/files/74390237/Alias_.The.Art.of.Maya._2000__.6.0.ShareConnector.pdf