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The game artist's guide to Maya [[electronic resource] /] / Michael McKinley
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The game artist's guide to Maya [[electronic resource] /] / Michael McKinley
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The game artist's guide to Maya / / Michael McKinley
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui