LEADER 04593nam 2200661Ia 450 001 9910457590803321 005 20200520144314.0 010 $a1-280-52126-0 010 $a9786610521265 010 $a0-7821-5053-5 035 $a(CKB)1000000000348217 035 $a(EBL)267251 035 $a(OCoLC)475991737 035 $a(SSID)ssj0000160598 035 $a(PQKBManifestationID)11163399 035 $a(PQKBTitleCode)TC0000160598 035 $a(PQKBWorkID)10182362 035 $a(PQKB)11665089 035 $a(MiAaPQ)EBC267251 035 $a(Au-PeEL)EBL267251 035 $a(CaPaEBR)ebr10152562 035 $a(CaONFJC)MIL52126 035 $a(EXLCZ)991000000000348217 100 $a20041015d2005 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe game artist's guide to Maya$b[electronic resource] /$fMichael McKinley 210 $aSan Francisco $cSYBEX$dc2005 215 $a1 online resource (238 p.) 300 $aIncludes index. 311 $a1-4175-7069-5 311 $a0-7821-4376-8 327 $aThe Game Artist's Guide to Maya; Front matter; Acknowledgments; Contents; Introduction; 1: The Game Industry; Developers and Publishers; Artist Jobs; Getting the Job; Art Tests; Crunch Time; The Game Development Pipeline; 2: Polygonal Modeling; Game Art Limitations; Game Modeling Common Tools and Commands; Game Modeling Pointers; Efficiency; Edge Flow; Articulation; Cleanup; Reference Usage; Symmetry; Scale and Orientation; Tutorial: Creating the Weapon; Creating the Blade; Creating the Hilt and Grip; Tutorial: Creating the Character Model; Creating Silenus's Head; Creating Silenus's Body 327 $aCreating Silenus's Armor3: Texturing; Texturing in the Gaming World; Mapping UVs; UV Projection Commands; The UV Texture Editor; Texture Resolutions and Formats; Alpha Channel and Pixel Shader Effects; UV Mapping the Sword; UV Mapping the Body; UV Mapping the Torso; UV Mapping the Leg; UV Mapping the Arm; UV Mapping the Armor; UV Mapping the Head; The Hypershade; Applying a Material to a Model; Applying a Texture to a Material; Optional Procedures; The 3D Paint Tool; Vertex Coloring; Baking Normal Maps; Texture Painting Tips; The Finished Model; 4: Rigging; Skeletons and Joints 327 $aCreating a SkeletonThe Pelvis and Legs; The Spine; The Arms; The Hands; Extra Joints; Setting the Local Rotation Axis; Forward and Inverse Kinematics; Leg IK; Displaying Selection Handles; Armor Parenting; Binding to the Skeleton; Painting Weights; Joint Rotation Limits; Eye Controls; Rigging the Face; Blend Shapes; Binding the Head; Set Driven Key; Facial Skeletons; Creating SDK Controls; Sword Constraints; 5: Animation; Creating a Character Set; Editing the Character Set; Creating a Subcharacter Set; Creating a Quality Animation; Animation Reference; Making an Attack Animation 327 $aCreating EmphasisModify Timing in the Trax Editor; Secondary Motion; Idle Animation; Forward Movement; Blending Between Clips; The End?; 6: Particle Effects; Sprites; Creating a Sprite Effect; Adjusting the Effect; Creating a Second Effect; Continuing the Dust Effect; Geometry Effects; Creating Impact Effects; Additional Helpful CD Files; Final Thoughts; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; X 330 $aThe Definitive Resource for Up-and-Coming 3D Game Artists Alias' award-winning Maya 3D animation and effects software continues to lead the industry in technological innovation and is being adopted by more and more console and computer game developers. The Game Artist's Guide to Maya is an official introduction to creating 3D game art and animations with Maya, brought to you by Maya Press, a publishing partnership between Alias and Sybex. Written by a production artist at a prominent game company, this detailed book focuses on the skills real game artists use daily to create st 606 $aComputer animation 606 $aThree-dimensional display systems 606 $aComputer games$xDesign 606 $aVideo games$xDesign 608 $aElectronic books. 615 0$aComputer animation. 615 0$aThree-dimensional display systems. 615 0$aComputer games$xDesign. 615 0$aVideo games$xDesign. 676 $a794.816696 700 $aMcKinley$b Michael$g(Michael T.)$01000581 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910457590803321 996 $aThe game artist's guide to Maya$92296598 997 $aUNINA