3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Pubbl/distr/stampa | Birmingham, United Kingdom : , : Packt Publishing, , 2009 |
Descrizione fisica | 1 online resource (452 pages) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Video games - Programming
Three-dimensional display systems |
ISBN |
1-282-30505-0
9786612305054 1-84719-893-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910780788103321 |
Hillar Gastón C
![]() |
||
Birmingham, United Kingdom : , : Packt Publishing, , 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / / Gastón C. Hillar |
Autore | Hillar Gastón C |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, United Kingdom : , : Packt Publishing, , 2009 |
Descrizione fisica | 1 online resource (452 pages) |
Disciplina | 005.1 |
Collana | Learn by doing : less theory, more results |
Soggetto topico |
Video games - Programming
Three-dimensional display systems |
ISBN |
9786612305054
9781282305052 1282305050 9781847198938 1847198937 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen with WPF |
Record Nr. | UNINA-9910974102603321 |
Hillar Gastón C
![]() |
||
Birmingham, United Kingdom : , : Packt Publishing, , 2009 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with RepRap Cookbook : over 80 fast-paced recipes to help you create and print 3D models / / Richard Salinas ; cover image by Gagandeep Sharma |
Autore | Salinas Richard |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (346 p.) |
Disciplina | 006.6869 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional imaging |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78216-987-3 |
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: Getting Started with 3D Printing; Introduction; 3D scanning with a digital camera; Processing a 3D scan with 123D Catch; Viewing your scene with 123D Catch; Stitching photos with 123D Catch; Changing mesh resolutions with 123D Catch; Cleaning up the model with 123D Catch; Using the Autodesk 3D Print Utility; Let's print!; Slicing the models with Slic3r; Slicing the models with Skeinforge; Reviewing the print results; Chapter 2: Optimizing the Printing Process
Introduction Inspecting the model with Meshmixer; Plane alignment with Meshmixer; Scaling the model with Meshmixer; Leveling the model with Meshmixer; Removing scanning artifacts with Meshmixer; Shaping the model with Meshmixer; Let's print!; Optimizing infill with Slic3r; Optimizing infill with Skeinforge; Printing without fill with Skeinforge; Tweaking shells and surface layers with Skeinforge; Reviewing the print results; Chapter 3: Scanning and Printing with a Higher Resolution; Introduction; Setting up DAVID Laser scanner; Calibrating DAVID Laserscanner; Scanning with DAVID Laserscanner Viewing the model in MeshLab Cleaning the scans with MeshLab; Aligning the scans with MeshLab; Merging and remeshing the aligned scans in MeshLab; Let's print!; Tuning up the printer; Using Skeinforge with a 0.5 mm nozzle; Using Skeinforge with a 0.35 mm nozzle; Using Skeinforge with a 0.25 mm nozzle; Using Slic3r to print different resolutions; Reviewing the print results; Chapter 4: Modeling and Printing with Precision; Introduction; Warming up with SketchUp; Using 3D tools from the Extension Warehouse; Modeling with SketchUp; Using plugin extensions with SketchUp; Let's print! Calibrating the x, y, and z axes Controlling the flow rate in Skeinforge; Adjusting the scale in Skeinforge; Using Stretch in Skeinforge; Controlling print warping; Using brim with Slic3r; Reviewing the print results; Chapter 5: Manipulating Meshes and Bridges; Introduction; Exploring TopMod; Using TopMod for remeshing; Using MeshLab for remeshing; Mesh decimation with MeshLab; Wireframe modeling with TopMod; Let's print!; Cooling ABS and PLA with Skeinforge; Cooling ABS and PLA with Slic3r; Adjusting speed with Slic3r; Bridging with Slic3r; Adjusting speed with Skeinforge Bridging with Skeinforge Reviewing the print results; Chapter 6: Making the Impossible; Introduction; Using extruding options in TopMod; Using cutting options in TopMod; Working with edges in TopMod; Creating handles in TopMod; Making a starfish in TopMod; Creating support with Meshmixer; Let's print!; Creating support with Skeinforge; Support options with Skeinforge; Creating support with Slic3r; Support options with Slic3r; Reviewing our print results; Chapter 7: Texture - the Good and the Bad; Introduction; Making textures with Meshmixer; Making stencils with Paint.NET Stamping stencils with Meshmixer |
Record Nr. | UNINA-9910464605503321 |
Salinas Richard
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with RepRap Cookbook : over 80 fast-paced recipes to help you create and print 3D models / / Richard Salinas ; cover image by Gagandeep Sharma |
Autore | Salinas Richard |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (346 p.) |
Disciplina | 006.6869 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional imaging |
ISBN | 1-78216-987-3 |
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: Getting Started with 3D Printing; Introduction; 3D scanning with a digital camera; Processing a 3D scan with 123D Catch; Viewing your scene with 123D Catch; Stitching photos with 123D Catch; Changing mesh resolutions with 123D Catch; Cleaning up the model with 123D Catch; Using the Autodesk 3D Print Utility; Let's print!; Slicing the models with Slic3r; Slicing the models with Skeinforge; Reviewing the print results; Chapter 2: Optimizing the Printing Process
Introduction Inspecting the model with Meshmixer; Plane alignment with Meshmixer; Scaling the model with Meshmixer; Leveling the model with Meshmixer; Removing scanning artifacts with Meshmixer; Shaping the model with Meshmixer; Let's print!; Optimizing infill with Slic3r; Optimizing infill with Skeinforge; Printing without fill with Skeinforge; Tweaking shells and surface layers with Skeinforge; Reviewing the print results; Chapter 3: Scanning and Printing with a Higher Resolution; Introduction; Setting up DAVID Laser scanner; Calibrating DAVID Laserscanner; Scanning with DAVID Laserscanner Viewing the model in MeshLab Cleaning the scans with MeshLab; Aligning the scans with MeshLab; Merging and remeshing the aligned scans in MeshLab; Let's print!; Tuning up the printer; Using Skeinforge with a 0.5 mm nozzle; Using Skeinforge with a 0.35 mm nozzle; Using Skeinforge with a 0.25 mm nozzle; Using Slic3r to print different resolutions; Reviewing the print results; Chapter 4: Modeling and Printing with Precision; Introduction; Warming up with SketchUp; Using 3D tools from the Extension Warehouse; Modeling with SketchUp; Using plugin extensions with SketchUp; Let's print! Calibrating the x, y, and z axes Controlling the flow rate in Skeinforge; Adjusting the scale in Skeinforge; Using Stretch in Skeinforge; Controlling print warping; Using brim with Slic3r; Reviewing the print results; Chapter 5: Manipulating Meshes and Bridges; Introduction; Exploring TopMod; Using TopMod for remeshing; Using MeshLab for remeshing; Mesh decimation with MeshLab; Wireframe modeling with TopMod; Let's print!; Cooling ABS and PLA with Skeinforge; Cooling ABS and PLA with Slic3r; Adjusting speed with Slic3r; Bridging with Slic3r; Adjusting speed with Skeinforge Bridging with Skeinforge Reviewing the print results; Chapter 6: Making the Impossible; Introduction; Using extruding options in TopMod; Using cutting options in TopMod; Working with edges in TopMod; Creating handles in TopMod; Making a starfish in TopMod; Creating support with Meshmixer; Let's print!; Creating support with Skeinforge; Support options with Skeinforge; Creating support with Slic3r; Support options with Slic3r; Reviewing our print results; Chapter 7: Texture - the Good and the Bad; Introduction; Making textures with Meshmixer; Making stencils with Paint.NET Stamping stencils with Meshmixer |
Record Nr. | UNINA-9910786674803321 |
Salinas Richard
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with RepRap Cookbook : over 80 fast-paced recipes to help you create and print 3D models / / Richard Salinas ; cover image by Gagandeep Sharma |
Autore | Salinas Richard |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (346 p.) |
Disciplina | 006.6869 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer graphics
Computer animation Three-dimensional imaging |
ISBN | 1-78216-987-3 |
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: Getting Started with 3D Printing; Introduction; 3D scanning with a digital camera; Processing a 3D scan with 123D Catch; Viewing your scene with 123D Catch; Stitching photos with 123D Catch; Changing mesh resolutions with 123D Catch; Cleaning up the model with 123D Catch; Using the Autodesk 3D Print Utility; Let's print!; Slicing the models with Slic3r; Slicing the models with Skeinforge; Reviewing the print results; Chapter 2: Optimizing the Printing Process
Introduction Inspecting the model with Meshmixer; Plane alignment with Meshmixer; Scaling the model with Meshmixer; Leveling the model with Meshmixer; Removing scanning artifacts with Meshmixer; Shaping the model with Meshmixer; Let's print!; Optimizing infill with Slic3r; Optimizing infill with Skeinforge; Printing without fill with Skeinforge; Tweaking shells and surface layers with Skeinforge; Reviewing the print results; Chapter 3: Scanning and Printing with a Higher Resolution; Introduction; Setting up DAVID Laser scanner; Calibrating DAVID Laserscanner; Scanning with DAVID Laserscanner Viewing the model in MeshLab Cleaning the scans with MeshLab; Aligning the scans with MeshLab; Merging and remeshing the aligned scans in MeshLab; Let's print!; Tuning up the printer; Using Skeinforge with a 0.5 mm nozzle; Using Skeinforge with a 0.35 mm nozzle; Using Skeinforge with a 0.25 mm nozzle; Using Slic3r to print different resolutions; Reviewing the print results; Chapter 4: Modeling and Printing with Precision; Introduction; Warming up with SketchUp; Using 3D tools from the Extension Warehouse; Modeling with SketchUp; Using plugin extensions with SketchUp; Let's print! Calibrating the x, y, and z axes Controlling the flow rate in Skeinforge; Adjusting the scale in Skeinforge; Using Stretch in Skeinforge; Controlling print warping; Using brim with Slic3r; Reviewing the print results; Chapter 5: Manipulating Meshes and Bridges; Introduction; Exploring TopMod; Using TopMod for remeshing; Using MeshLab for remeshing; Mesh decimation with MeshLab; Wireframe modeling with TopMod; Let's print!; Cooling ABS and PLA with Skeinforge; Cooling ABS and PLA with Slic3r; Adjusting speed with Slic3r; Bridging with Slic3r; Adjusting speed with Skeinforge Bridging with Skeinforge Reviewing the print results; Chapter 6: Making the Impossible; Introduction; Using extruding options in TopMod; Using cutting options in TopMod; Working with edges in TopMod; Creating handles in TopMod; Making a starfish in TopMod; Creating support with Meshmixer; Let's print!; Creating support with Skeinforge; Support options with Skeinforge; Creating support with Slic3r; Support options with Slic3r; Reviewing our print results; Chapter 7: Texture - the Good and the Bad; Introduction; Making textures with Meshmixer; Making stencils with Paint.NET Stamping stencils with Meshmixer |
Record Nr. | UNINA-9910818190503321 |
Salinas Richard
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with SketchUp : real-world case studies to help you design models in SketchUp for 3D printing on anything ranging from the smallest desktop machines to the largest industrial 3D printers / / Marcus Ritland ; cover image by Marcus Ritland |
Autore | Ritland Marcus |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (136 p.) |
Disciplina | 620.00420285 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer-aided design
Three-dimensional printing |
Soggetto genere / forma | Electronic books. |
ISBN |
1-78328-457-9
1-78328-458-7 |
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: Concepts Every 3D Printing Designer Needs to Know; A short background of 3D printing; The 3D printing process; Printing support material; Own a printer or use a print service?; Making the most of 3D printing; Designing for prototypes versus finished products; Avoiding the pitfalls of 3D printing; Choosing a 3D modeling program; Summary; Chapter 2: Setting Up SketchUp for 3D Printing; Downloading and installing SketchUp; The SketchUp interface
Setting up a template for fast modeling and troubleshootingUsing the 3D printer build volume component; Model units of measurement; Saving as the default template; Using other styles; Setting up toolbars; Minimizing dialog boxes; Installing and using extensions; Installing more extensions; A quick exercise; Importing .STL files; Summary; Chapter 3: From 2D Drawing to 3D Model; Starting from a quick sketch; Designing for ease of printing; Modeling in SketchUp from a sketch; Keeping a historical timeline of changes speeds iteration; Exporting the model and printing; Importing vector artwork Changing the scale of the partThe bonus tip - the 45-degree overhang rule for filament printers; Making the design your own; Summary; Chapter 4: Understanding Model Resolution; Wall thickness; Modeling a vase; Creating a profile; Avoiding missing faces by scaling up your model; Creating wall thickness; Understanding noncircular circles; Making the magic happen with the Follow Me tool; A Bonus tip for desktop extrusion printers; Combining solids with the Outer Shell tool; Bonus - more methods for creating wall thickness; Summary; Chapter 5: Using Existing Models Leveraging SketchUp components to save timeSaving a model as a Component; Online 3D model repositories; Thingiverse; 3D Warehouse; GrabCAD; Case study - modifying a GoPro wrench; Summary; Chapter 6: Designing a Phone Cradle; Getting started with a 2D sketch; Getting to the third dimension; Adding details to make the model interesting; Using the 3D Text tool; Mirroring symmetrical models; Combining groups with the Outer Shell tool; Cutting a slot for the cord; Orienting faces for a perfect model; Exporting the model for printing; Testing the printed model; Developing an improved design Copying and scaling groups to create a complex shapeFinishing up and printing the new model; Testing the second iteration; Summary; Chapter 7: Importing Terrain and Printing in Color; Working with Google Earth terrain; Printing models with color; Textures versus solid colors; Working with solid colors in SketchUp; Working with textures in SketchUp; Exporting the model for color printing; Summary; Chapter 8: Modeling Architecture for 3D Printing; Using SketchUp for 3D printing versus rendering; Case study - 3D printing a model designed for rendering; Examining the original model Planning the model |
Record Nr. | UNINA-9910458339703321 |
Ritland Marcus
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with SketchUp : real-world case studies to help you design models in SketchUp for 3D printing on anything ranging from the smallest desktop machines to the largest industrial 3D printers / / Marcus Ritland ; cover image by Marcus Ritland |
Autore | Ritland Marcus |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (136 p.) |
Disciplina | 620.00420285 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer-aided design
Three-dimensional printing |
ISBN |
1-78328-457-9
1-78328-458-7 |
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: Concepts Every 3D Printing Designer Needs to Know; A short background of 3D printing; The 3D printing process; Printing support material; Own a printer or use a print service?; Making the most of 3D printing; Designing for prototypes versus finished products; Avoiding the pitfalls of 3D printing; Choosing a 3D modeling program; Summary; Chapter 2: Setting Up SketchUp for 3D Printing; Downloading and installing SketchUp; The SketchUp interface
Setting up a template for fast modeling and troubleshootingUsing the 3D printer build volume component; Model units of measurement; Saving as the default template; Using other styles; Setting up toolbars; Minimizing dialog boxes; Installing and using extensions; Installing more extensions; A quick exercise; Importing .STL files; Summary; Chapter 3: From 2D Drawing to 3D Model; Starting from a quick sketch; Designing for ease of printing; Modeling in SketchUp from a sketch; Keeping a historical timeline of changes speeds iteration; Exporting the model and printing; Importing vector artwork Changing the scale of the partThe bonus tip - the 45-degree overhang rule for filament printers; Making the design your own; Summary; Chapter 4: Understanding Model Resolution; Wall thickness; Modeling a vase; Creating a profile; Avoiding missing faces by scaling up your model; Creating wall thickness; Understanding noncircular circles; Making the magic happen with the Follow Me tool; A Bonus tip for desktop extrusion printers; Combining solids with the Outer Shell tool; Bonus - more methods for creating wall thickness; Summary; Chapter 5: Using Existing Models Leveraging SketchUp components to save timeSaving a model as a Component; Online 3D model repositories; Thingiverse; 3D Warehouse; GrabCAD; Case study - modifying a GoPro wrench; Summary; Chapter 6: Designing a Phone Cradle; Getting started with a 2D sketch; Getting to the third dimension; Adding details to make the model interesting; Using the 3D Text tool; Mirroring symmetrical models; Combining groups with the Outer Shell tool; Cutting a slot for the cord; Orienting faces for a perfect model; Exporting the model for printing; Testing the printed model; Developing an improved design Copying and scaling groups to create a complex shapeFinishing up and printing the new model; Testing the second iteration; Summary; Chapter 7: Importing Terrain and Printing in Color; Working with Google Earth terrain; Printing models with color; Textures versus solid colors; Working with solid colors in SketchUp; Working with textures in SketchUp; Exporting the model for color printing; Summary; Chapter 8: Modeling Architecture for 3D Printing; Using SketchUp for 3D printing versus rendering; Case study - 3D printing a model designed for rendering; Examining the original model Planning the model |
Record Nr. | UNINA-9910791199103321 |
Ritland Marcus
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
3D printing with SketchUp : real-world case studies to help you design models in SketchUp for 3D printing on anything ranging from the smallest desktop machines to the largest industrial 3D printers / / Marcus Ritland ; cover image by Marcus Ritland |
Autore | Ritland Marcus |
Pubbl/distr/stampa | Birmingham, [England] : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (136 p.) |
Disciplina | 620.00420285 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer-aided design
Three-dimensional printing |
ISBN |
1-78328-457-9
1-78328-458-7 |
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: Concepts Every 3D Printing Designer Needs to Know; A short background of 3D printing; The 3D printing process; Printing support material; Own a printer or use a print service?; Making the most of 3D printing; Designing for prototypes versus finished products; Avoiding the pitfalls of 3D printing; Choosing a 3D modeling program; Summary; Chapter 2: Setting Up SketchUp for 3D Printing; Downloading and installing SketchUp; The SketchUp interface
Setting up a template for fast modeling and troubleshootingUsing the 3D printer build volume component; Model units of measurement; Saving as the default template; Using other styles; Setting up toolbars; Minimizing dialog boxes; Installing and using extensions; Installing more extensions; A quick exercise; Importing .STL files; Summary; Chapter 3: From 2D Drawing to 3D Model; Starting from a quick sketch; Designing for ease of printing; Modeling in SketchUp from a sketch; Keeping a historical timeline of changes speeds iteration; Exporting the model and printing; Importing vector artwork Changing the scale of the partThe bonus tip - the 45-degree overhang rule for filament printers; Making the design your own; Summary; Chapter 4: Understanding Model Resolution; Wall thickness; Modeling a vase; Creating a profile; Avoiding missing faces by scaling up your model; Creating wall thickness; Understanding noncircular circles; Making the magic happen with the Follow Me tool; A Bonus tip for desktop extrusion printers; Combining solids with the Outer Shell tool; Bonus - more methods for creating wall thickness; Summary; Chapter 5: Using Existing Models Leveraging SketchUp components to save timeSaving a model as a Component; Online 3D model repositories; Thingiverse; 3D Warehouse; GrabCAD; Case study - modifying a GoPro wrench; Summary; Chapter 6: Designing a Phone Cradle; Getting started with a 2D sketch; Getting to the third dimension; Adding details to make the model interesting; Using the 3D Text tool; Mirroring symmetrical models; Combining groups with the Outer Shell tool; Cutting a slot for the cord; Orienting faces for a perfect model; Exporting the model for printing; Testing the printed model; Developing an improved design Copying and scaling groups to create a complex shapeFinishing up and printing the new model; Testing the second iteration; Summary; Chapter 7: Importing Terrain and Printing in Color; Working with Google Earth terrain; Printing models with color; Textures versus solid colors; Working with solid colors in SketchUp; Working with textures in SketchUp; Exporting the model for color printing; Summary; Chapter 8: Modeling Architecture for 3D Printing; Using SketchUp for 3D printing versus rendering; Case study - 3D printing a model designed for rendering; Examining the original model Planning the model |
Record Nr. | UNINA-9910819119403321 |
Ritland Marcus
![]() |
||
Birmingham, [England] : , : Packt Publishing, , 2014 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
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 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|