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Getting a job in CG [[electronic resource] ] : real advice from reel people / / Sean Wagstaff ; with Dariush Derakhshani
Getting a job in CG [[electronic resource] ] : real advice from reel people / / Sean Wagstaff ; with Dariush Derakhshani
Autore Wagstaff Sean
Pubbl/distr/stampa San Francisco ; ; London, : Maya press/SYBEX, c2004
Descrizione fisica 1 online resource (266 p.)
Disciplina 006.69602373
Altri autori (Persone) DerakhshaniDariush
Soggetto topico Computer graphics - Vocational guidance
Computer animation - Vocational guidance
ISBN 1-280-52255-0
9786610522552
0-7821-5143-4
1-4175-0496-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword; Contents; Introduction; Chapter 1 What 3D Job is Right For You?; Finding Your Niche in Film and Television; 3D Job Descriptions; Chapter 2 Technical 3D Jobs and Other Industries; Technical Art Jobs; Management Jobs; Other 3D Jobs; Summary; Chapter 3 What To Learn; Fundamental Skills; 3D Graphics Skills; Other Skills; Summary; Chapter 4 How and Where to Learn; Going to School vs. Teaching Yourself; Choosing a School; Getting the Most Out of School; Teaching Yourself; Summary; Chapter 5 The Demo Reel, Portfolio, and Resume; Preparing Your Resume; The Portfolio; The Demo Reel; Summary
Chapter 6 Finding JobsTo Hollywood (and Beyond); Finding 3D Jobs on the Web; Summary; Chapter 7 The Real Goods: Who You Know; Friends in the Business: The Job Hunter's Hotline; Networking Opportunities; Film Festivals and Trade Shows; Summary; Chapter 8 Working with Recruiters; What Staffing Agencies Want; What In-House Recruiters Want; Summary; Chapter 9 Interviewing for the Job; Preparing for Different Types of Interviews; Research Before the Interview; Questions to Expect; Closing the Interview; Summary; Chapter 10 Frequently Asked Questions-Insights from Reel People
What Kinds of People Do You Look or When You're Hiring?What Do You Look for in Specialized Positions?; What Do You Look for in a Demo Reel?; What Do You Look for During the Interview?; How Important Is Education?; What Advice Do You Have for Expanding Your Skills?; How Do You Network?; General Advice; Appendix: Real Reels; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; Q; R; S; T; U; V; W
Record Nr. UNINA-9910780447703321
Wagstaff Sean  
San Francisco ; ; London, : Maya press/SYBEX, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting a job in CG [[electronic resource] ] : real advice from reel people / / Sean Wagstaff ; with Dariush Derakhshani
Getting a job in CG [[electronic resource] ] : real advice from reel people / / Sean Wagstaff ; with Dariush Derakhshani
Autore Wagstaff Sean
Edizione [1st ed.]
Pubbl/distr/stampa San Francisco ; ; London, : Maya press/SYBEX, c2004
Descrizione fisica 1 online resource (266 p.)
Disciplina 006.69602373
Altri autori (Persone) DerakhshaniDariush
Soggetto topico Computer graphics - Vocational guidance
Computer animation - Vocational guidance
ISBN 1-280-52255-0
9786610522552
0-7821-5143-4
1-4175-0496-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword; Contents; Introduction; Chapter 1 What 3D Job is Right For You?; Finding Your Niche in Film and Television; 3D Job Descriptions; Chapter 2 Technical 3D Jobs and Other Industries; Technical Art Jobs; Management Jobs; Other 3D Jobs; Summary; Chapter 3 What To Learn; Fundamental Skills; 3D Graphics Skills; Other Skills; Summary; Chapter 4 How and Where to Learn; Going to School vs. Teaching Yourself; Choosing a School; Getting the Most Out of School; Teaching Yourself; Summary; Chapter 5 The Demo Reel, Portfolio, and Resume; Preparing Your Resume; The Portfolio; The Demo Reel; Summary
Chapter 6 Finding JobsTo Hollywood (and Beyond); Finding 3D Jobs on the Web; Summary; Chapter 7 The Real Goods: Who You Know; Friends in the Business: The Job Hunter's Hotline; Networking Opportunities; Film Festivals and Trade Shows; Summary; Chapter 8 Working with Recruiters; What Staffing Agencies Want; What In-House Recruiters Want; Summary; Chapter 9 Interviewing for the Job; Preparing for Different Types of Interviews; Research Before the Interview; Questions to Expect; Closing the Interview; Summary; Chapter 10 Frequently Asked Questions-Insights from Reel People
What Kinds of People Do You Look or When You're Hiring?What Do You Look for in Specialized Positions?; What Do You Look for in a Demo Reel?; What Do You Look for During the Interview?; How Important Is Education?; What Advice Do You Have for Expanding Your Skills?; How Do You Network?; General Advice; Appendix: Real Reels; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; Q; R; S; T; U; V; W
Record Nr. UNINA-9910815584903321
Wagstaff Sean  
San Francisco ; ; London, : Maya press/SYBEX, c2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Maya [[electronic resource] ] : secrets of the pros
Maya [[electronic resource] ] : secrets of the pros
Autore Kundert-Gibbs John L
Edizione [2nd ed. /]
Pubbl/distr/stampa San Francisco, Calif. ; ; London, : SYBEX, c2005
Descrizione fisica 1 online resource (302 p.)
Disciplina 006.696
Altri autori (Persone) DerakhshaniDariush
Soggetto topico Computer animation
Soggetto genere / forma Electronic books.
ISBN 1-280-52134-1
9786610521340
1-4175-8473-4
0-7821-5061-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Maya: Secrets of the Pros; Front matter; Acknowledgments; Letter from the Publisher; About the Authors; Contents; Introduction; 1: Working with Maya Cloth; Work Flow with Cloth; Tutorial: Making a Skirt; Creating the Panels; Creating the Garment; Preparing the Garment for Simulation; Making the Model a Collision Object; Assigning cpSolver and cpProperty Attributes; Running the Simulation; Setting Up Cloth for General Animation; Saving the Relaxed Garment State; Mesh Constraining Cloth to the Model; Animating the Skirt; Truncating the Cache; Updating cpSolver and cpProperty Values
Creating a Gravity Constraint Interacting with Collision Objects; Affecting Cloth Motion Using Constraints; Transform Constraint; Mesh Constraint; Cloth Constraint; Field Constraint; Collision Constraint; Button Constraint; Avoiding Cloth Problems During Character Animation; Manually Updating Cloth; Saving Your Work; Alternative Uses for Maya Cloth; Building the Bracelet Garment; Animating the Bracelet; Always Learning; 2: Non-Photorealistic Rendering Techniques; Photorealism and Non-Photorealism; Integrating Hand-Drawn Textures with 3D Models; Creating and Applying the Hand-Drawn Texture
Creating a Shader for the Hand-Drawn Texture Adding Edge Lines; Creating Impressionistic-Style Images; The Impressionist Paint Process; Implementing Impressionist Paint; Incorporating Shadows; Final Renders; Always Learning; 3: Realistic Camera Movement; CG Cinematography; Maya Camera Types; Creating a Dolly-and-Pan Shot Using a Two-Node Camera; Camera Lenses and Focal Lengths; Creating a Dolly Zoom; Re-creating Advanced Camera Motion; Creating Camera Shake; Creating a Handheld Camera; Capturing Camera Motion with Maya Live; Always Learning
4: Radiosity and Image-Based Lighting Techniques in Production A Quick Review; Where to Use; Common Applications for HDRI Techniques; Methods and Strategies for IBL; Using the Fresnel Effect; Using the Fresnel Effect and Matte Surfaces; Creating Reflection-Only Lighting; Ambient Occlusion; Baking Out Ambient Occlusion; Separate Ambient Occlusion Pass; A Practical Approach-the Droid; Compositing the Passes; Illuminating Global Illumination; What Global Illumination Means; Practicing Practical Global Illumination; An IBL Real-World Application: Katana; Real-World Application: Research Lab
HDR versus LDR Lighting CGI Props; Additional Things to Try; Essential Techniques; Always Learning; 5: The Character Pipeline; The Structure of Things; Pipeline Flow Control; The Import Pipeline; The Reference Pipeline; The Assembly Pipeline; The Importance of Naming; Using Spaces and Underscores in Object Names; The Golden Rules of a Successful Pipeline; Consistency; Ease of Use; Flexibility; Cleanliness; The Rigging Curtain; Defining a Character for the Pipeline; Creating a Ref Window; Expressions and Utility Nodes in Rigs; Simple Tools You Should Be Using; Always Learning; 6: Hair Systems
Hair at a Quick Glance
Record Nr. UNINA-9910457612203321
Kundert-Gibbs John L  
San Francisco, Calif. ; ; London, : SYBEX, c2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Maya [[electronic resource] ] : secrets of the pros
Maya [[electronic resource] ] : secrets of the pros
Autore Kundert-Gibbs John L
Edizione [2nd ed. /]
Pubbl/distr/stampa San Francisco, Calif. ; ; London, : SYBEX, c2005
Descrizione fisica 1 online resource (302 p.)
Disciplina 006.696
Altri autori (Persone) DerakhshaniDariush
Soggetto topico Computer animation
ISBN 1-280-52134-1
9786610521340
1-4175-8473-4
0-7821-5061-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Maya: Secrets of the Pros; Front matter; Acknowledgments; Letter from the Publisher; About the Authors; Contents; Introduction; 1: Working with Maya Cloth; Work Flow with Cloth; Tutorial: Making a Skirt; Creating the Panels; Creating the Garment; Preparing the Garment for Simulation; Making the Model a Collision Object; Assigning cpSolver and cpProperty Attributes; Running the Simulation; Setting Up Cloth for General Animation; Saving the Relaxed Garment State; Mesh Constraining Cloth to the Model; Animating the Skirt; Truncating the Cache; Updating cpSolver and cpProperty Values
Creating a Gravity Constraint Interacting with Collision Objects; Affecting Cloth Motion Using Constraints; Transform Constraint; Mesh Constraint; Cloth Constraint; Field Constraint; Collision Constraint; Button Constraint; Avoiding Cloth Problems During Character Animation; Manually Updating Cloth; Saving Your Work; Alternative Uses for Maya Cloth; Building the Bracelet Garment; Animating the Bracelet; Always Learning; 2: Non-Photorealistic Rendering Techniques; Photorealism and Non-Photorealism; Integrating Hand-Drawn Textures with 3D Models; Creating and Applying the Hand-Drawn Texture
Creating a Shader for the Hand-Drawn Texture Adding Edge Lines; Creating Impressionistic-Style Images; The Impressionist Paint Process; Implementing Impressionist Paint; Incorporating Shadows; Final Renders; Always Learning; 3: Realistic Camera Movement; CG Cinematography; Maya Camera Types; Creating a Dolly-and-Pan Shot Using a Two-Node Camera; Camera Lenses and Focal Lengths; Creating a Dolly Zoom; Re-creating Advanced Camera Motion; Creating Camera Shake; Creating a Handheld Camera; Capturing Camera Motion with Maya Live; Always Learning
4: Radiosity and Image-Based Lighting Techniques in Production A Quick Review; Where to Use; Common Applications for HDRI Techniques; Methods and Strategies for IBL; Using the Fresnel Effect; Using the Fresnel Effect and Matte Surfaces; Creating Reflection-Only Lighting; Ambient Occlusion; Baking Out Ambient Occlusion; Separate Ambient Occlusion Pass; A Practical Approach-the Droid; Compositing the Passes; Illuminating Global Illumination; What Global Illumination Means; Practicing Practical Global Illumination; An IBL Real-World Application: Katana; Real-World Application: Research Lab
HDR versus LDR Lighting CGI Props; Additional Things to Try; Essential Techniques; Always Learning; 5: The Character Pipeline; The Structure of Things; Pipeline Flow Control; The Import Pipeline; The Reference Pipeline; The Assembly Pipeline; The Importance of Naming; Using Spaces and Underscores in Object Names; The Golden Rules of a Successful Pipeline; Consistency; Ease of Use; Flexibility; Cleanliness; The Rigging Curtain; Defining a Character for the Pipeline; Creating a Ref Window; Expressions and Utility Nodes in Rigs; Simple Tools You Should Be Using; Always Learning; 6: Hair Systems
Hair at a Quick Glance
Record Nr. UNINA-9910784477003321
Kundert-Gibbs John L  
San Francisco, Calif. ; ; London, : SYBEX, c2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Maya [[electronic resource] ] : secrets of the pros
Maya [[electronic resource] ] : secrets of the pros
Autore Kundert-Gibbs John L
Edizione [2nd ed. /]
Pubbl/distr/stampa San Francisco, Calif. ; ; London, : SYBEX, c2005
Descrizione fisica 1 online resource (302 p.)
Disciplina 006.696
Altri autori (Persone) DerakhshaniDariush
Soggetto topico Computer animation
ISBN 1-280-52134-1
9786610521340
1-4175-8473-4
0-7821-5061-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Maya: Secrets of the Pros; Front matter; Acknowledgments; Letter from the Publisher; About the Authors; Contents; Introduction; 1: Working with Maya Cloth; Work Flow with Cloth; Tutorial: Making a Skirt; Creating the Panels; Creating the Garment; Preparing the Garment for Simulation; Making the Model a Collision Object; Assigning cpSolver and cpProperty Attributes; Running the Simulation; Setting Up Cloth for General Animation; Saving the Relaxed Garment State; Mesh Constraining Cloth to the Model; Animating the Skirt; Truncating the Cache; Updating cpSolver and cpProperty Values
Creating a Gravity Constraint Interacting with Collision Objects; Affecting Cloth Motion Using Constraints; Transform Constraint; Mesh Constraint; Cloth Constraint; Field Constraint; Collision Constraint; Button Constraint; Avoiding Cloth Problems During Character Animation; Manually Updating Cloth; Saving Your Work; Alternative Uses for Maya Cloth; Building the Bracelet Garment; Animating the Bracelet; Always Learning; 2: Non-Photorealistic Rendering Techniques; Photorealism and Non-Photorealism; Integrating Hand-Drawn Textures with 3D Models; Creating and Applying the Hand-Drawn Texture
Creating a Shader for the Hand-Drawn Texture Adding Edge Lines; Creating Impressionistic-Style Images; The Impressionist Paint Process; Implementing Impressionist Paint; Incorporating Shadows; Final Renders; Always Learning; 3: Realistic Camera Movement; CG Cinematography; Maya Camera Types; Creating a Dolly-and-Pan Shot Using a Two-Node Camera; Camera Lenses and Focal Lengths; Creating a Dolly Zoom; Re-creating Advanced Camera Motion; Creating Camera Shake; Creating a Handheld Camera; Capturing Camera Motion with Maya Live; Always Learning
4: Radiosity and Image-Based Lighting Techniques in Production A Quick Review; Where to Use; Common Applications for HDRI Techniques; Methods and Strategies for IBL; Using the Fresnel Effect; Using the Fresnel Effect and Matte Surfaces; Creating Reflection-Only Lighting; Ambient Occlusion; Baking Out Ambient Occlusion; Separate Ambient Occlusion Pass; A Practical Approach-the Droid; Compositing the Passes; Illuminating Global Illumination; What Global Illumination Means; Practicing Practical Global Illumination; An IBL Real-World Application: Katana; Real-World Application: Research Lab
HDR versus LDR Lighting CGI Props; Additional Things to Try; Essential Techniques; Always Learning; 5: The Character Pipeline; The Structure of Things; Pipeline Flow Control; The Import Pipeline; The Reference Pipeline; The Assembly Pipeline; The Importance of Naming; Using Spaces and Underscores in Object Names; The Golden Rules of a Successful Pipeline; Consistency; Ease of Use; Flexibility; Cleanliness; The Rigging Curtain; Defining a Character for the Pipeline; Creating a Ref Window; Expressions and Utility Nodes in Rigs; Simple Tools You Should Be Using; Always Learning; 6: Hair Systems
Hair at a Quick Glance
Record Nr. UNINA-9910825831103321
Kundert-Gibbs John L  
San Francisco, Calif. ; ; London, : SYBEX, c2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui