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3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Birmingham, [Eng.], : Packt Publishing, 2012
Descrizione fisica 1 online resource (422 p.)
Disciplina 006.69
006.696
Collana Community experience distilled
Soggetto topico Computer animation
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-283-73911-9
1-84969-237-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: First Launch: Getting to Know 3ds Max; Quick start: Jump into making models; Getting to know the User Interface; Default and custom UI schemes; Switching UI presets; Making changes to hotkeys; Customizing the Quad menu; Making changes to the view layout; Deciding on the best view navigation; Pan, Orbit, and Zoom; Navigation with the ViewCube; Making adjustments to the ViewCube display; Navigation with the Steering Wheel; Using the Steering Wheel
Displaying your model for modelingModel display; Setting scene units; Searching for content in the scene; Creating your own selection sets with Named Selections; Common changes to 3ds Max default preferences; Determining the hardware shading settings to use; Summary; Chapter 2: Model Shakedown: Make 3ds Max Work for you; Setting filters in the Display panel; Display panel filters; Hiding and freezing objects; Display Properties; Object Properties - Show Frozen in Gray; Freezing objects via Object Properties; Object Properties - Animation trajectories; Toggle trajectory
Object Properties - Render propertiesDisabling shadow casting; Moving and rotating objects using pivot controls; Pivots; Local, Screen, and Pick spaces; Changing the axis direction of the gizmo; Cloning objects: Instances, References, and Snapshots; Adjusting Instances; Capturing a Snapshot; Adjusting modifiers in the viewport; Assigning a single Turbosmooth to all your models; Selecting objects that have a certain modifier; Setting different modifier attributes for views and rendering; Organizing a scene using Groups; Group functionality; Importing models
Using a template scene including lighting, turntable camera, and render settingsNVIDIA iray ActiveShade rendering; Summary; Chapter 3: The Base Model - A Solid Foundation in Polygon Modeling; Introducing the project; Adding image reference; Viewport image planes; Forming the base model; Quad menu's editable poly tools; Setting values with the Autodesk style caddy; Fitting the model to the artwork; Generating round forms from quad-based geometry; Detaching and attaching parts of a model; A preview of a sculpting workflow; Summary; Chapter 4: Mod my Ride: Extending upon a Base Model
Marking Poly LoopsSoft modeling; Soft modeling with Soft Selection; Soft modeling with the Shift brush; Soft modeling with Free-Form Deformations; Relaxation techniques; Using Poly Select to apply modifiers to Sub-Object selections; Generating shapes from edge selections; The Lathe modifier process; Shape construction and interpolation; Comparing the Sweep modifier with the Loft object; Smoothing Groups; Generating model forms using Cloth; Setting up the Cloth modifier parameters; Summary; Chapter 5: The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Record Nr. UNINA-9910462277403321
Mooney Thomas  
Birmingham, [Eng.], : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Birmingham, [Eng.], : Packt Publishing, 2012
Descrizione fisica 1 online resource (422 p.)
Disciplina 006.69
006.696
Collana Community experience distilled
Soggetto topico Computer animation
Computer graphics
ISBN 1-283-73911-9
1-84969-237-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: First Launch: Getting to Know 3ds Max; Quick start: Jump into making models; Getting to know the User Interface; Default and custom UI schemes; Switching UI presets; Making changes to hotkeys; Customizing the Quad menu; Making changes to the view layout; Deciding on the best view navigation; Pan, Orbit, and Zoom; Navigation with the ViewCube; Making adjustments to the ViewCube display; Navigation with the Steering Wheel; Using the Steering Wheel
Displaying your model for modelingModel display; Setting scene units; Searching for content in the scene; Creating your own selection sets with Named Selections; Common changes to 3ds Max default preferences; Determining the hardware shading settings to use; Summary; Chapter 2: Model Shakedown: Make 3ds Max Work for you; Setting filters in the Display panel; Display panel filters; Hiding and freezing objects; Display Properties; Object Properties - Show Frozen in Gray; Freezing objects via Object Properties; Object Properties - Animation trajectories; Toggle trajectory
Object Properties - Render propertiesDisabling shadow casting; Moving and rotating objects using pivot controls; Pivots; Local, Screen, and Pick spaces; Changing the axis direction of the gizmo; Cloning objects: Instances, References, and Snapshots; Adjusting Instances; Capturing a Snapshot; Adjusting modifiers in the viewport; Assigning a single Turbosmooth to all your models; Selecting objects that have a certain modifier; Setting different modifier attributes for views and rendering; Organizing a scene using Groups; Group functionality; Importing models
Using a template scene including lighting, turntable camera, and render settingsNVIDIA iray ActiveShade rendering; Summary; Chapter 3: The Base Model - A Solid Foundation in Polygon Modeling; Introducing the project; Adding image reference; Viewport image planes; Forming the base model; Quad menu's editable poly tools; Setting values with the Autodesk style caddy; Fitting the model to the artwork; Generating round forms from quad-based geometry; Detaching and attaching parts of a model; A preview of a sculpting workflow; Summary; Chapter 4: Mod my Ride: Extending upon a Base Model
Marking Poly LoopsSoft modeling; Soft modeling with Soft Selection; Soft modeling with the Shift brush; Soft modeling with Free-Form Deformations; Relaxation techniques; Using Poly Select to apply modifiers to Sub-Object selections; Generating shapes from edge selections; The Lathe modifier process; Shape construction and interpolation; Comparing the Sweep modifier with the Loft object; Smoothing Groups; Generating model forms using Cloth; Setting up the Cloth modifier parameters; Summary; Chapter 5: The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Record Nr. UNINA-9910785946803321
Mooney Thomas  
Birmingham, [Eng.], : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
3ds Max speed modeling for 3D artists [[electronic resource] /] / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Birmingham, [Eng.], : Packt Publishing, 2012
Descrizione fisica 1 online resource (422 p.)
Disciplina 006.69
006.696
Collana Community experience distilled
Soggetto topico Computer animation
Computer graphics
ISBN 1-283-73911-9
1-84969-237-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: First Launch: Getting to Know 3ds Max; Quick start: Jump into making models; Getting to know the User Interface; Default and custom UI schemes; Switching UI presets; Making changes to hotkeys; Customizing the Quad menu; Making changes to the view layout; Deciding on the best view navigation; Pan, Orbit, and Zoom; Navigation with the ViewCube; Making adjustments to the ViewCube display; Navigation with the Steering Wheel; Using the Steering Wheel
Displaying your model for modelingModel display; Setting scene units; Searching for content in the scene; Creating your own selection sets with Named Selections; Common changes to 3ds Max default preferences; Determining the hardware shading settings to use; Summary; Chapter 2: Model Shakedown: Make 3ds Max Work for you; Setting filters in the Display panel; Display panel filters; Hiding and freezing objects; Display Properties; Object Properties - Show Frozen in Gray; Freezing objects via Object Properties; Object Properties - Animation trajectories; Toggle trajectory
Object Properties - Render propertiesDisabling shadow casting; Moving and rotating objects using pivot controls; Pivots; Local, Screen, and Pick spaces; Changing the axis direction of the gizmo; Cloning objects: Instances, References, and Snapshots; Adjusting Instances; Capturing a Snapshot; Adjusting modifiers in the viewport; Assigning a single Turbosmooth to all your models; Selecting objects that have a certain modifier; Setting different modifier attributes for views and rendering; Organizing a scene using Groups; Group functionality; Importing models
Using a template scene including lighting, turntable camera, and render settingsNVIDIA iray ActiveShade rendering; Summary; Chapter 3: The Base Model - A Solid Foundation in Polygon Modeling; Introducing the project; Adding image reference; Viewport image planes; Forming the base model; Quad menu's editable poly tools; Setting values with the Autodesk style caddy; Fitting the model to the artwork; Generating round forms from quad-based geometry; Detaching and attaching parts of a model; A preview of a sculpting workflow; Summary; Chapter 4: Mod my Ride: Extending upon a Base Model
Marking Poly LoopsSoft modeling; Soft modeling with Soft Selection; Soft modeling with the Shift brush; Soft modeling with Free-Form Deformations; Relaxation techniques; Using Poly Select to apply modifiers to Sub-Object selections; Generating shapes from edge selections; The Lathe modifier process; Shape construction and interpolation; Comparing the Sweep modifier with the Loft object; Smoothing Groups; Generating model forms using Cloth; Setting up the Cloth modifier parameters; Summary; Chapter 5: The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Record Nr. UNINA-9910812640303321
Mooney Thomas  
Birmingham, [Eng.], : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
Soggetto genere / forma Electronic books.
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910461212703321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910790193803321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Unreal development kit game design cookbook [[electronic resource] ] : over 100 recipes to accelerate the process of learning game design with UDK : [quick answers to common problems] / / Thomas Mooney
Autore Mooney Thomas
Edizione [1st ed.]
Pubbl/distr/stampa Olton Birmingham [England], : Packt Pub., 2012
Descrizione fisica 1 online resource (544 p.)
Disciplina 794.81
Soggetto topico Video games - Design
Computer simulation
ISBN 1-280-11912-8
9786613523358
1-84969-181-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Heads UP-UDK Interface Essentials; Introduction; Installing UDK and folder structure; What content comes with UDK?; Beginning, building, and testing a new level; Deciding on your preferences; UI survival steps; Navigating the Content Browser; Accessing assets in the Content Browser; Creating and managing packages; Importing your own content; Cooking a map in Unreal Frontend; Mobile device emulation; Kismet debugging
Chapter 2: Notes From an Unreal World-Constructing Game World Elements Introduction; How to handle BSP geometry; Building a hollow room; Adjusting surface properties of BSP; Generating volume from the BSP brush; Handling Static Mesh actors in the scene; Setting collision in the Static Mesh Editor; Creating Terrain, Deco Layers, and Material Layers; Creating a Landscape; Scattering meshes on a Landscape using the Foliage tool; Creating a steamy plume in Cascade; Chapter 3: It Lives!-Character Setup and Animation; Introduction; Installing ActorX and exporting skeletal animation
Importing Skeleta Mesh content into UDK Morph targets and .FBX importing; Setting up sockets; Attachments to Skeletal Meshes without using sockets; Setting up a custom AnimTree; Defining animations in your AnimTree; Configuring your character to use your AnimTree; How to use a single bone control chain to correct an offset crouch animation; Setting up a physics asset using PhAT; Adding limits to physics asset joint rotations; Adding a physics-driven tail to a key framed Skeletal Mesh; Enabling the head to face in a given direction for tracking purposes
Setting a Look At target for head rotation in code Setting morph weights in code; Calling up Skeletal Mesh animation using Matinee; Associating sounds with character moves in Matinee; Sound for non-Matinee controlled animation; Chapter 4: Got Your Wires Crossed?-Visual Scripting of Game play in Kismet; Introduction; Kismet UI essentials; Creating a simple enemy Bot; Event-based movement of scene objects in Matinee; Trace actions in a shooting situation; Revealing and hiding scene actors during game play; Producing sounds through Kismet; Using Take Damage events to produce explosions
Understanding the usage of Named Variables Tidying up Kismet networks using Sub-sequences; Tidying up Kismet networks using Remote Events; Toggling Materials through Kismet; Toggling lights through Kismet; Animating Point Lights in Matinee to mimic texture animation; Making a comparison following a countdown; Using Integer Counter to count enemy deaths; Controlling node flow using a Gate action; Making Bots follow a path; Chapter 5: It Is Your Destiny!-Scripting Complex Game play Flow in Kismet; Prefabs including Kismet references; Swapping control of a Bot using Possess Pawn
Ways to stop a recurring loop
Record Nr. UNINA-9910827546503321
Mooney Thomas  
Olton Birmingham [England], : Packt Pub., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui