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Dedication
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Dedication
by Ami Chopine
3D Art Essentials
Front Cover
Half Title
Dedication
Title
Copyright
CONTENTS
Acknowledgements
How To Use This Book
Chapter 2 GETTING STARTED AND GETTING FINISHED
Good Hardware
Good Software
Your First Look
Good Habits
Chapter 3 POLYGONS: HOW 2D BECOMES 3D
Understanding Polygons
Polygon Meshes
Starting Your Model
Viewing the Object
Editing the Mesh
Extruding
Controlling Edges and Edge Loops
Subdividing and Simplifying
Combining Meshes
Polygon Count
Normals
UV Coordinates
Aesthetics and Compatibility
Valid Geometry
Chapter 4 NURBS: THE SPLINY TRUTH
From Straight to Curvy
Creating and Modifying Curves
NURBS Surfaces
Advantages and Disadvantages of NURBS
Chapter 5 SUBDIVISION SURFACES: THE MARRIAGE OF POLYGONS AND NURBS
Subdividing
Topology
Using Quads
Poles
Edge Loops
Enlightening Disagreement
Modeling with Subdivision Surfaces
Organic Modeling
Chapter 6 DEFORMING: IT’S A GOOD THING
Sculpting and Special Selections
Morph Targets
Lattices and Curves
Controlling the Influence
Specialized Deformers
Soft Bodies
Constraints
Skeletons and Muscles
Rigid Bodies
Order
Chapter 7 RIGGING
Parent and Child
Bones and Joints
Skeletons
Creating a Skeleton Rig
Joint Limiting
Kinematics
Skinning
Rigid Binding
Smooth Binding
Muscles
Other Uses for Joints
Making Your Own Controls
Chapter 8 ANIMATION: IT’S ALIVE!
The Twelve Basic Principles of Animation
Keyframing
Animating with Graphs
Motion Capture
Facial Animation
Automation
Fence-Post Errors
Animation Workflow
Chapter 9 DYNAMICS LET’S GET PHYSICAL
Physics
Collision Detection
Particles
Hair
Fluid Dynamics
Crowds and Populations
Quality
Chapter 10 HOW THE PIXEL GETS ITS COLOR
Shaders
Ray Tracing
Photon Mapping
Chapter 11 MORE THAN JUST COLOR
Working With Shaders
Texture Mapping
UV Mapping
A Few Tips
Painting in 3D
Other Maps
Changing Geometry
Seamless Repeating Patterns
Multiple Maps
Resolution
Chapter 13 LIGHTING THE WAY
Light Properties
Types of Light
Objects as Light Sources
Chapter 14 WORKING THE CAMERA
The Virtual Camera
Faking Camera Effects
Matching Virtual Cameras to Real Ones
Cameras and Image Planes
Animating the Camera
Through the Camera’s View
Camera Movements
Chapter 15 ENVIRONMENTS
Terrain
Water
Plants
Sky
Sun
Clouds
Indoors
Chapter 16 RENDERING
Image Size and Aspect
Quality and Optimization
Antialiasing
File Type and Naming
Bucket Rendering
Batch Rendering
Network Rendering
Frame Buffers
Spherical and Panoramic Renders
Stylized Renders
Layers
Postproduction
Chapter 17 PROCEDURES AND GRAPHS
The Graph
Types of Values
Value Ranges
Hierarchy
Types of Nodes and Functions
Combining Nodes
Outputs
Procedural Methods
Chapter 18 SCRIPTING
Chapter 19 WHAT TOOLS TO USE
Full Packages
Smaller Packages
Sculpters
Character Animation
Scenery
Renderers
Chapter 20 MAKING A CAREER OUT OF 3D
The State of the Industry
What Specialization?
College
Self-Study
Communities
Portfolios and Demo Reels
Ways to Attract Attention
EXTRA RESOURCES
Links
Magazines
Books
INDEX
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To Volodya, who insisted.
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