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Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910461291003321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910790467103321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910799920803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Getting started in 3D with Maya : create a project from start to finish--model, texture, rig, animate, and render in Maya / / Adam Watkins
Autore Watkins Adam
Edizione [1st edition]
Pubbl/distr/stampa Waltham, MA : , : Focal Press, , 2012
Descrizione fisica 1 online resource (436 p.)
Disciplina 006.6/96
006.696
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 1-136-14709-8
1-136-14710-1
1-280-58187-5
9786613611659
0-240-82045-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Title Page; Copyright Page; Table of Contents; Acknowledgments; Introduction; Chapter 1: Animation Workflow; High-Rez 3D; Low-Rez 3D; Workflow; An Idea, a Sketch, Lots of Research, and New Inspiration; Research; Modeling; UV Layout; Texture; Rigging and Skinning; Animation; Lighting and Rendering; Flexibility in the Process; Conclusion; Chapter 2: Maya Philosophy; A Bit of History; So What Is It?; What You Need to Run It; Processor; Memory; Video Processor; Monitor; Three Button Mouse; Conclusion; How Maya "Thinks"; Interface; View Panel; Tool Box; Tutorial 2.1 Tool Box Exploration
The Move ToolThe Rotate Tool; The Scale Tool; Power of Maya's Selection System; Lasso Tool; Adjusting Selections; Objects versus Components; Paint Selection Tool; Soft Modification Tool; Universal Manipulator; Show Manipulator Tool and Last Tool Used; Keyboard Shortcuts; Channel Box; Outliner; Modes; Interface Wrap Up; Projects; Tutorial 2.2 Setting Projects for "Escaping the Madness"; Conclusion; Chapter 3: Architectural Modeling; The Polygon; Parts; Traits of Polygon; Polycounts; Modeling Modes; Escaping the Madness; Gathering Research
Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the MadnessSetting the Project; Saving a New Scene; Laying the Foundation; Roughing Out the Scene; Scaling and Positioning the Walls with Snapping; Duplicating; Boolean; Component Level Editing; Extruding Polygons; Conclusion; Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness; Creating an End Table; Constructing the Frame; Insert Edge Loop Tool; Cut Faces Tool; Bridge; Bevel; Conclusion; Tutorial 3.3 NURBS Modeling in Architecture; Curves (Splines); Surfaces; Smooth; NURBS for Trim; Import; Conclusion; Homework
Chapter 4: Organic ModelingTutorial 4.1 Game Character Modeling; Some Notes; Getting Started; Image Planes and Setting Up to Work; Display Layers; Create Polygon Tool; Merge to Center; Creating Dynamic Mirrored Geometry; Sculpt Geometry Tool; Soft Modification Tool; Append to Polygon Tool; Interactive Split Tool; Mirror Geometry; Conclusion; Homework; Chapter 5: UVs and UV Layout; UVs; UV Texture Editor; Maneuvering with UV Space; UV Texture Editor Interface; Selecting Components; Shells; UV Maps, Snapshots, and the Purpose for It All; Projections; Getting to It
Tutorial 5.1 UV Layout for Architecture and Level DesignDummy Material; Automatic Mapping; Planar Mapping; Sewing and Moving and Sewing UV Edges; UV Snapshots; Cut UV Edges; Saving Out UV Snapshot; Wrapping Up; Conclusion; Tutorial 5.2 Organic Form UV Layouts; The Head; Cylindrical Mapping; Smooth UVs; Refining the Face Region; Half the Work, Twice the Results; Armor Pieces; The Belt and More Cylindrical Mapping; Cylindrical Mapping Revisited; The Boot; Chests, Backs, and Planar Mapping; Hands; Misc. Cleanup; Mirroring; Scale and Organize; Conclusion; What's Next; Homework
Chapter 6: Material Creation and Texture Painting
Altri titoli varianti Getting started in three-D with Maya
Record Nr. UNINA-9910814095803321
Watkins Adam  
Waltham, MA : , : Focal Press, , 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui