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Computer Graphics for Artists II: Environments and Characters

Autor Andrew Paquette
en Limba Engleză Paperback – 3 iun 2009
In this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work.
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Specificații

ISBN-13: 9781848824690
ISBN-10: 1848824696
Pagini: 362
Ilustrații: XIX, 343 p.
Dimensiuni: 155 x 235 x 14 mm
Greutate: 0.63 kg
Ediția:2009
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom

Public țintă

Professional/practitioner

Cuprins

3D3/Environments.- Real-World Terrain.- CG Terrain.- Plant Life.- Civil Engineering.- Architecture.- Texturing.- Lighting.- Project, Grading, and Conclusion.- 3D4/Anatomy for Characters.- Anatomy.- The Skeleton/Axial.- Appendicular Skeleton.- Musculature.- Musculature (Continued).- Joints.- CG Anatomy.- Projects and Conclusion.

Textul de pe ultima copertă

In this, the companion volume to Computer Graphics for Artists: an Introduction, specific problems related to the creation of Computer Graphic environments and characters are explored. For the Computer Graphic artist, knowledge of tools is important, but what is even more important, and the subject of this book, is understanding problems and solutions encountered by artists who create environments and characters.
This book is application-independent, but builds on information published in the previous volume by focusing instead on subject-specific methods for improving the quality of observation, craftsmanship, optimization, and application. In the character section, extensive anatomical data is provided as a generic basis for character building.

Caracteristici

Industry specific problems and solutions Extensive anatomical reference for character building Subject breakdown and analysis techniques provided to improve an artists ability to make the most of his tools