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3ds max modeling for games. (Record no. 31630)

MARC details
000 -LEADER
fixed length control field 06054cam a2200349Ka 4500
001 - CONTROL NUMBER
control field 7ocm67519610
003 - CONTROL NUMBER IDENTIFIER
control field IE-LiIT
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20180119130607.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr cn|||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 111205s2011 enka s 001 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 0240816064 (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9780240816067 (electronic bk.)
037 ## - SOURCE OF ACQUISITION
Stock number 1101712:10954501
Source of stock number/acquisition Elsevier Science & Technology
Note http://www.sciencedirect.com
040 ## - CATALOGING SOURCE
Original cataloging agency OPELS
Language of cataloging eng
Transcribing agency OPELS
Modifying agency YDXCP
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Gahan, Andrew.
245 10 - TITLE STATEMENT
Title 3ds max modeling for games.
Number of part/section of a work Volume II,
Name of part/section of a work Insider's guide to stylized modeling
Medium [electronic book] /
Statement of responsibility, etc. by Andrew Gahan.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Oxford :
Name of publisher, distributor, etc. Focal,
Date of publication, distribution, etc. 2011.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource (1 v.) :
Other physical details col. ill.
500 ## - GENERAL NOTE
General note Includes index.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 3ds Max Modeling for Games - VOLUME II Insider's Guide to Stylized Game Character, Vehicle, and Environment Modeling **ALL TECHNIQUES, TUTORIALS BELOW WILL FEATURE STYLIZED (COMIC-STYLE) ART. THIS IS THE DISTINCTION BETWEEN VOLUME I (WHICH OFFER REALISTIC STYLE ART). Chapter 1 - Introduction to 3dsmax (20-30 pages) User Interface Primitives Viewports Projects Load & Save Chapter 2 - Basics of Modeling and Texturing (20-30 pages) Creating a box asset Creating simple texture maps Creating texture maps from photographs Cleaning up images in Photoshop Mapping UV Unwrap Editing UV's Render settings and quick renders Saving and organizing your work Chapter 3 - Low Poly Modeling Techniques continued (20-30 pages) Modeling a simple object Extrude, Bevel, etc Graphite modeling tools Chapter 4 - Low Poly Vehicle (80 pages) Using blueprints and concept art work Modeling techniques Materials and mapping Rendering Chapter 5 - Low Poly Character (80 pages) Using blueprints and concept art work Modeling techniques Materials and mapping Rendering Gallery (20 pages) Chapter 6 - Creating Trees and Foliage (30 pages) Different approaches for different uses Modelling Texture creation Chapter 7 - Low poly Environment (80 pages) Planning the scene Blocking out in 3D To detail or not to detail Unwrapping Creating texture maps Lighting Rendering Chapter 8 - Normal Map creation in detail (20-30 pages) Creating normal maps from high poly assets Baking maps Types of normal map Tangents based normal maps in detail Chapter 9 - Ambient Occlusion in detail (10-20 pages) Chapter 10 - Portfolio creation and Interview (10 pages).
520 ## - SUMMARY, ETC.
Summary, etc. There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art). Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work. --Author Andy Gahan is a seasoned professional and leading industry expert. Gahan is a key member of an award-winning game team scoring number 1 hits in Japan, Europe and America with the Playstation 3 smash hit MotorStorm. --Game Modeling techniques offered with artist's potential portfolio in mind. Find out what Art Directors and Managers are looking for. As readers move from tutorial to tutorial, they build their own portfolio of high-quality work to showcase. In fact, people bought VOLUME I are now professionals in the industry, producing great work - they post on the forum and share. --VOLUME II offers a new approach: the essentials of 3D game comic-style modeling - stylized characters, vehicles, assets and scenes - a la Pixar. --Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.
630 00 - SUBJECT ADDED ENTRY--UNIFORM TITLE
Uniform title 3ds max (Computer file)
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer animation.
9 (RLIN) 1950
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer graphics.
9 (RLIN) 1960
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer games
General subdivision Design.
655 #7 - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic books.
Source of term local
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element ScienceDirect (Online service)
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier <a href="https://www-sciencedirect-com.ezproxy.lit.ie/science/book/9780240816067">https://www-sciencedirect-com.ezproxy.lit.ie/science/book/9780240816067</a>
Link text ScienceDirect eBook
902 ## - LOCAL DATA ELEMENT B, LDB (RLIN)
a 120815
907 ## - LOCAL DATA ELEMENT G, LDG (RLIN)
a .b11428855
b ebook
c ebook
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Suppress in OPAC 0
Source of classification or shelving scheme Dewey Decimal Classification
998 ## - LOCAL CONTROL INFORMATION (RLIN)
Operator's initials, OID (RLIN) 0
Cataloger's initials, CIN (RLIN) 111215
First Date, FD (RLIN) m
Local @
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-- 0

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