The game artist's guide to Maya [[electronic resource] /] / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer games - Design Video games - Design |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The 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
Creating 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 Creating 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 Creating 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 |
Record Nr. | UNINA-9910457590803321 |
McKinley Michael (Michael T.)
![]() |
||
San Francisco, : SYBEX, c2005 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
The game artist's guide to Maya [[electronic resource] /] / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Video games - Design |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The 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
Creating 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 Creating 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 Creating 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 |
Record Nr. | UNINA-9910784481203321 |
McKinley Michael (Michael T.)
![]() |
||
San Francisco, : SYBEX, c2005 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
The game artist's guide to Maya / / Michael McKinley |
Autore | McKinley Michael (Michael T.) |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : SYBEX, c2005 |
Descrizione fisica | 1 online resource (238 p.) |
Disciplina | 794.816696 |
Soggetto topico |
Computer animation
Three-dimensional display systems Computer games - Design Video games - Design |
ISBN |
1-280-52126-0
9786610521265 0-7821-5053-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
The 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
Creating 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 Creating 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 Creating 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 |
Record Nr. | UNINA-9910825849103321 |
McKinley Michael (Michael T.)
![]() |
||
San Francisco, : SYBEX, c2005 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|