05462oam 2200709I 450 991079992080332120240131142232.01-136-14709-81-136-14710-11-280-58187-597866136116590-240-82045-210.4324/9780240820453(CKB)2670000000147366(EBL)867674(OCoLC)779141598(SSID)ssj0000611944(PQKBManifestationID)11355641(PQKBTitleCode)TC0000611944(PQKBWorkID)10666259(PQKB)11694906(OCoLC)781540772(OCoLC)779477028(CaSebORM)9780240820422(MiAaPQ)EBC4689435(MiAaPQ)EBC867674(EXLCZ)99267000000014736620180706d2012 uy 0engur|n|---|||||txtccrGetting started in 3D with Maya create a project from start to finish--model, texture, rig, animate, and render in Maya /Adam Watkins1st editionWaltham, MA :Focal Press,2012.1 online resource (436 p.)Includes index.1-138-40072-6 0-240-82042-8 Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box ExplorationThe Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering ResearchTutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; HomeworkChapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to ItTutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; HomeworkChapter 6: Material Creation and Texture PaintingDeliver professional-level 3D content in no time with this comprehensive guide to 3D animation with Maya. With over 12 years of training experience, plus several award winning students under his belt, author Adam Watkins is the ideal mentor to get you up to speed with 3D in Maya. Using a structured and pragmatic approach Getting Started in 3D with Maya begins with basic theory of fundamental techniques, then builds on this knowledge using practical examples and projects to put your new skills to the test. Prepared so that you can learn in an organic fashion, each chapter builds on thGetting started in three-D with MayaComputer animationThree-dimensional display systemsComputer animation.Three-dimensional display systems.006.6/96006.696Watkins Adam.1588392MiAaPQMiAaPQMiAaPQBOOK9910799920803321Getting started in 3D with Maya3877912UNINA02075nam0 22004453i 450 VAN0018235320240806101106.262N978331948556020210714d2017 |0itac50 baengCH|||| |||||Analysis of Quantised Vortex TangleDoctoral Thesis accepted by the University of Bristol, Bristol, EnglandAlexander John TaylorChamSpringer2017xvi, 197 p.ill.24 cm001VAN001041932001 Springer thesesrecognizing outstanding Ph.D. research210 BerlinSpringer2010-VAN00182354Analysis of Quantised Vortex Tangle182471400A79 (77-XX)Physics [MSC 2020]VANC023182MF65ZxxApplications to the sciences [MSC 2020]VANC021520MF76A25Superfluids (classical aspects) [MSC 2020]VANC036685MF82-XXStatistical mechanics, structure of matter [MSC 2020]VANC021931MF82D50Statistical mechanical studies of superfluids [MSC 2020]VANC036392MFChaotic Modes of CavityKW:KFilamentary TangleKW:KKnot StatisticsKW:KQuantum ChaosKW:KStatistical GeometryKW:KStatistical TopologyKW:KWave ChaosKW:KCHChamVANL001889TaylorAlexanderVANV176751203380Springer <editore>VANV108073650ITSOL20241115RICAhttp://doi.org/10.1007/978-3-319-48556-0E-book – Accesso al full-text attraverso riconoscimento IP di Ateneo, proxy e/o ShibbolethBIBLIOTECA DEL DIPARTIMENTO DI MATEMATICA E FISICAIT-CE0120VAN08NVAN00182353BIBLIOTECA DEL DIPARTIMENTO DI MATEMATICA E FISICA08DLOAD e-book 3033 08eMF3033 20210714 Analysis of Quantised Vortex Tangle1824714UNICAMPANIA