3D Creature Workshop

3D Creature Workshop PDF Author: Bill Fleming
Publisher:
ISBN: 9781584500216
Category : Computers
Languages : en
Pages : 441

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Book Description
Covers general overview of 3D creature design as well as specific programs and it is recommended that the user have at least one of the following: LightWave, 3D Studio Max (version 2.0 or higher); Hash Animation: Master 2000; Pixels: 3D (v3.6x or later); Amapi 3D; Organica; Lifeforms; Photoshop; DarkTree Textures; Vue d'Esprit (v.3.x); World Construction Set (v. 4 or 5); Bryce (3D or v4).

3D Creature Workshop

3D Creature Workshop PDF Author: Bill Fleming
Publisher:
ISBN: 9781584500216
Category : Computers
Languages : en
Pages : 441

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Book Description
Covers general overview of 3D creature design as well as specific programs and it is recommended that the user have at least one of the following: LightWave, 3D Studio Max (version 2.0 or higher); Hash Animation: Master 2000; Pixels: 3D (v3.6x or later); Amapi 3D; Organica; Lifeforms; Photoshop; DarkTree Textures; Vue d'Esprit (v.3.x); World Construction Set (v. 4 or 5); Bryce (3D or v4).

3D Texture Workshop

3D Texture Workshop PDF Author: Bill Fleming
Publisher:
ISBN: 9781930725003
Category : Computer animation
Languages : en
Pages : 0

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Book Description
In Volume 1 of the 3D Texture Workshop you?ll learn the realistic 3D creature painting techniques pioneered by master texture artist Bill Fleming. In this 116-page volume Bill walks you through every step in recreating the head textures of his famed Freaky Frank creature, from the minute skin pores, and creepy scars to the intricately detailed iris texture that brings this monster to life. No detail is overlooked. You?ll even learn Bill?s technique for making skin appear soft and pliable. It?s truly amazing. You?ll learn techniques that Bill has previously only revealed to Hollywood studios.

Fundamentals of Creature Design

Fundamentals of Creature Design PDF Author: 3D Total Publishing
Publisher: 3dtotal Publishing
ISBN: 9781912843121
Category : Art
Languages : en
Pages : 288

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Book Description
The world's best creature designers and concept artists provide a groundbreaking and unique insight into their creative processes and practices.

Producing Animation

Producing Animation PDF Author: Catherine Winder
Publisher: Taylor & Francis
ISBN: 1136132619
Category : Art
Languages : en
Pages : 328

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Book Description
Drawing heavily from the authors' twenty years of combined experience, Producing Animation offers a clear overview of this exciting industry and a comprehensive guide to the process of developing a project from conception to final delivery. Written from the perspective of a producer, this book offers the foundation of how a project is created in addition to describing the role of the producer at each phase. Answers are provided to many of the most commonly asked questions about animation ranging from how to enter the business to the average cost and schedule for a prime-time animated series. Producing Animation has the first-of-its-kind comprehensive chart of accounts for animation, named the Animation Budget Builder, which can be individually tailored for each project. Visit www.MovieMagicProducer.com for more details. Students, aspiring producers, investors, television and studio executives, artists, film line producers wishing to branch into animation, and legal advisors will find this an invaluable tool. The chapters specifically geared to the pre-production, production and postproduction processes offer animation producers a wealth of practical advice. Numerous illustrations outline the different steps of production. Forms the authors have devised to help streamline the process are also included. Observations from a wide range of industry professionals such as; studio heads, creators, directors, producers, writers and members of the production crew, give the reader insight into what it takes to be successful in this business. The authors' personal anecdotes at key process checkpoints relay firsthand experience, illustrating some of the pitfalls a producer must learn to circumvent. Detailed information on preparing a thorough production plan including the budget, schedule, and crew plan can also be found in this book.

ZBrush Creature Design

ZBrush Creature Design PDF Author: Scott Spencer
Publisher: John Wiley & Sons
ISBN: 1118236262
Category : Computers
Languages : en
Pages : 1196

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Book Description
Zero in on the most cutting-edge trend in creature design for film and games: ZBrush! ZBrush allows you to develop a creature for film and games in realistic, 3D format. With this book, you will learn how to create a unique creature from start to finish and search for and repair any foreseeable problems. Clear instructions guide you through using Photoshop in combination with ZBrush to finely render a creature so you can see how it will appear on screen. Experienced ZBrush author and designer Scott Spencer shows you how to start with your concept in ZBrush as a preliminary digital model and then further refine it in Photoshop in order to fabricate a hyperrealistic image. Guides you through artistic concepts to visualize your creature Walks you through the process of conceptualizing a creature in ZBrush Details techniques for using Photoshop to refine your design Encourages you to use ZBrush as a sculpting and designing tool and then use Photoshop as a painting and finishing tool ZBrush Creature Design helps you bring your creature concepts to life.

Wildlife of Star Wars

Wildlife of Star Wars PDF Author: Terryl Whitlatch
Publisher: Chronicle Books
ISBN: 1452147663
Category : Performing Arts
Languages : en
Pages : 175

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Book Description
This field guide offers a unique look at the creatures that populate the Star Wars galaxy. Packed with hundreds of detailed and colorful illustrations of exotic entities in a wide array of habitats—from the ice fields of Hoth and the pastures of Naboo to the concrete jungle of Coruscant—this entertaining and comprehensive classic also provides information on the mating habits, feeding patterns, and defense mechanisms of these incredible beasts.

Masters of FX

Masters of FX PDF Author: Ian Failes
Publisher: CRC Press
ISBN: 131754093X
Category : Art
Languages : en
Pages : 193

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Book Description
It would be rare these days to find a film that did not in some way depend on the magic of visual effects, from the raging computer-generated dinosaurs in Steven Spielberg's Jurassic Park, to the fantastical worlds of Tim Burton's Alice in Wonderland, and the photoreal tiger and ocean in Ang Lee's Life of Pi. Through interviews with 16 of the leading effects pioneers from around the world (see list below), author Ian Failes explores the making of some of the most memorable film sequences ever produced, showcasing the shift from practical to digital magic with original behind-the-scenes imagery, shot breakdowns, and detailed explanations of some of the secrets behind the making of cinema's most extraordinary creations. Visual effects artists and films discussed include: Dennis Muren (Star Wars: Episodes IV–VI; Terminator 2: Judgment Day; Jurassic Park; A.I. Artificial Intelligence; War of the Worlds) Bill Westenhofer (Babe: Pig in the City; Cats & Dogs; The Lion, the Witch and the Wardrobe; The Golden Compass; Life of Pi) Joe Letteri (The Lord of the Rings trilogy; King Kong; Avatar; Planet of the Apes; The Hobbit trilogy) Rob Legato (Apollo 13; Titanic; The Aviator; Hugo) Paul Franklin (Pitch Black; Christopher Nolan’s The Dark Knight trilogy; Inception; Interstellar) Richard Edlund (Star Wars: Episodes IV–VI; Raiders of the Lost Ark; Ghostbusters; Multiplicity); Edson Williams (X-Men: The Last Stand; The Curious Case of Benjamin Button; The Social Network; Captain America films) Karen Goulekas (Godzilla; The Day After Tomorrow; 10,000 BC; Green Lantern); Chris Corbould (Golden Eye; Die Another Day; Christopher Nolan’s The Dark Knight trilogy; Inception); Ian Hunter (The X-Files; The Dark Knight; The Dark Knight Rises; Inception; Interstellar) John Rosengrant (Terminator films; Jurassic Park; Iron Man films; Real Steel)

The Big Bad World of Concept Art for Video Games

The Big Bad World of Concept Art for Video Games PDF Author: Eliott Lilly
Publisher:
ISBN: 9781624650208
Category : Art
Languages : en
Pages : 0

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Book Description
This is a comprehensive book that gives aspiring artists an honest, informative, and concise look at what it takes to become a concept artist in the video game industry. Author Eliott Lilly uses his own student work as a teaching tool along with personal experiences to help you on your journey. From finding the right school and getting the most out of your education, to preparing your portfolio and landing your first job, the advice and strategies Eliott offers are organized for easy reference and review. The book also features an extensive list of resources that students will find useful, as well as interviews with renowned concept artists David Levy, Sparth, Stephan Martiniere, Ben Mauro, and Farzad Varahramyan, all offering their own invaluable advice.

Photoshop Studio Skills

Photoshop Studio Skills PDF Author: Design Graphics
Publisher: Wiley Publishing
ISBN:
Category : Computers
Languages : en
Pages : 326

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Book Description
"For Photoshop 7 and Photoshop cs"--Cover.

Gesture-Based Communication in Human-Computer Interaction

Gesture-Based Communication in Human-Computer Interaction PDF Author: Antonio Camurri
Publisher: Springer
ISBN: 3540245987
Category : Computers
Languages : en
Pages : 571

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Book Description
Research on the multifaceted aspects of modeling, analysis, and synthesis of - man gesture is receiving growing interest from both the academic and industrial communities. On one hand, recent scienti?c developments on cognition, on - fect/emotion, on multimodal interfaces, and on multimedia have opened new perspectives on the integration of more sophisticated models of gesture in c- putersystems.Ontheotherhand,theconsolidationofnewtechnologiesenabling “disappearing” computers and (multimodal) interfaces to be integrated into the natural environments of users are making it realistic to consider tackling the complex meaning and subtleties of human gesture in multimedia systems, - abling a deeper, user-centered, enhanced physical participation and experience in the human-machine interaction process. The research programs supported by the European Commission and s- eral national institutions and governments individuated in recent years strategic ?elds strictly concerned with gesture research. For example, the DG Infor- tion Society of the European Commission (www.cordis.lu/ist) supports several initiatives, such as the “Disappearing Computer” and “Presence” EU-IST FET (Future and Emerging Technologies), the IST program “Interfaces & Enhanced Audio-Visual Services” (see for example the project MEGA, Multisensory - pressive Gesture Applications, www.megaproject.org), and the IST strategic - jective “Multimodal Interfaces.” Several EC projects and other funded research are represented in the chapters of this book. Awiderangeofapplicationscanbene?tfromadvancesinresearchongesture, from consolidated areas such as surveillance to new or emerging ?elds such as therapy and rehabilitation, home consumer goods, entertainment, and aud- visual, cultural and artistic applications, just to mention only a few of them.