Author: 3dtotal Publishing
Editor: 3dtotal Publishing
ISBN: 9781909414747
Size: 10,64 MB
Format: PDF, ePub
Read: 347
Editor: 3dtotal Publishing
ISBN: 9781909414747
Size: 10,64 MB
Format: PDF, ePub
Read: 347
Character Creator 3 is a full character creation solution for designers to easily create, import and customize stylized or realistic looking character assets for use with iClone, Maya, Blender, Unreal Engine 4, Unity or any other 3D tools. Basic Principles of Character Design. For example, Wile E. Coyote has a large, long snout, narrow shoulders, thin legs and big feet and hands. Not to mention the large, expressive eyes. Just as how in humans they say the eyes are the window into the soul, characters’ eyes can be essential in defining their personality.
DownloadLearn how to create vibrant character designs with the step-by-step guidance of professional artists from the illustration and animation industries.
Game Design Foundations
Author: Roger Pedersen
Editor: Jones & Bartlett Publishers
ISBN: 1449663923
Size: 17,45 MB
Format: PDF, Docs
Read: 826
DownloadEditor: Jones & Bartlett Publishers
ISBN: 1449663923
Size: 17,45 MB
Format: PDF, Docs
Read: 826
Game Design Foundations, Second Edition covers how to design the game from the important opening sentence, the “One Pager” document, the Executive Summary and Game Proposal, the Character Document to the Game Design Document. The book describes game genres, where game ideas come from, game research, innovation in gaming, important gaming principles such as game mechanics, game balancing, AI, path finding and game tiers. The basics of programming, level designing, and film scriptwriting are explained by example. Each chapter has exercises to hone in on the newly learned designer skills that will display your work as a game designer and your knowledge in the game industry.
Author: Scott Rogers
Editor: John Wiley & Sons
ISBN: 1118877195
Size: 17,75 MB
Format: PDF, Kindle
Read: 294
DownloadEditor: John Wiley & Sons
ISBN: 1118877195
Size: 17,75 MB
Format: PDF, Kindle
Read: 294
Want to design your own video games? Let expert Scott Rogersshow you how! If you want to design and build cutting-edge video games butaren’t sure where to start, then the SECOND EDITION of theacclaimed Level Up! is for you! Written by leading videogame expert Scott Rogers, who has designed the hits Pac ManWorld, Maximo and SpongeBob Squarepants, thisupdated edition provides clear and well-thought out examples thatforgo theoretical gobbledygook with charmingly illustrated conceptsand solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLYEXPANDED to teach you how to develop marketable ideas, learn whatperils and pitfalls await during a game’s pre-production,production and post-production stages, and provide even morecreative ideas to serve as fuel for your own projectsincluding: Developing your game design from the spark of inspiration allthe way to production Learning how to design the most exciting levels, the mostprecise controls, and the fiercest foes that will keep your playerschallenged Creating games for mobile and console systems – includingdetailed rules for touch and motion controls Monetizing your game from the design up Writing effective and professional design documents with thehelp of brand new examples Level Up! 2nd Edition is includes all-new content, anintroduction by David “God of War” Jaffe andeven a brand-new chili recipe –making it an even moreindispensable guide for video game designers both “in thefield” and the classroom. Grab your copy of Level Up! 2nd Edition andlet’s make a game!
Digital Modeling
Author: William Vaughan
Editor: New Riders
ISBN: 0321712641
Size: 15,54 MB
Format: PDF, ePub, Docs
Read: 213
DownloadEditor: New Riders
ISBN: 0321712641
Size: 15,54 MB
Format: PDF, ePub, Docs
Read: 213
Professional modeling is the foundation of every aspect of the 3D production pipeline and is essential to the success of any 3D computer graphics project. [digital] Modeling is unlike any other modeling book you’ve seen—it gets to the core of what it takes to create efficient production-ready models and demystifies the process of producing realistic and jaw-dropping graphics. Taking a software-neutral approach, it teaches you the essential skills and concepts that you can apply to modeling in any industry 3D software, such as 3ds Max, LightWave 3D, Maya, Modo, Silo, XSI, ZBrush and other leading programs. Modelers, animators, texture artists, and technical directors can all benefit from the valuable information covered in this jam-packed guide containing years of industry knowledge. Simply put, if you work in 3D, you must have this book. In this inspiring and informative guide to modeling, industry veteran William Vaughan teaches you how to: Master modeling techniques to produce professional results in any 3D application Use the tools of a professional digital modeler Control your models polygon-count as well as polygon-flow Create both organic and hard surface models Understand a modeler’s role in a production environment Gain the knowledge to land a job in the industry as a digital modeler Model using specific tools such as LightWave and 3ds Max in over 6 hours of video training in the accompanying downloadable lesson files (see below for details) And much more! All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files. Helpful tips: If you are able to search the book, search for 'Where are the lesson files?' Go to the very last page of the book and scroll backwards. You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files. Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.
Author: Scott Rogers
Editor: John Wiley & Sons
ISBN: 0470970928
Size: 15,95 MB
Format: PDF, Mobi
Read: 958
DownloadEditor: John Wiley & Sons
ISBN: 0470970928
Size: 15,95 MB
Format: PDF, Mobi
Read: 958
Maya Character Creation
Author: Chris Maraffi
Editor: New Riders
ISBN: 9780132798235
Size: 16,67 MB
Format: PDF
Read: 508
DownloadEditor: New Riders
ISBN: 9780132798235
Size: 16,67 MB
Format: PDF
Read: 508
A unique, in-depth approach to creating realistic characters in Maya. Maya Character Creation: Modeling and Animation Controls' author, Chris Maraffi, has expertise in the field and in the classroom that translates to the knowledge and solid teaching skills needed to make this book a 'must-have'! The current trend in computer graphics is greater organic realism. Many of the top-grossing movies today, such as Spiderman, Lord of the Rings, Jurassic Park 3 , and Star Wars Episode 2, all feature realistic 3D characters. There is a major need in the 3D community for educational material that demonstrates detailed techniques for achieving this organic reality. Maya is one of the main packages used on such cutting-edge films, and has an established toolset for creating believable 3D characters. Maya Character Creation: Modeling and Animation Controls is designed to take you through the process of designing, modeling, and setting up animation controls for complex 3D characters. The concepts, techniques, and Maya tools used for each step in the process are presented in each chapter, followed by many hands-on exercises. NURBS, polygon, and subdivision surface modeling techniques are shown for creating the character's skin, and skeleton-based animation controls are covered in detail. You will learn how a character's skin should deform when the skeletal joints and muscles move. Advanced MEL scripted animation controls are also covered extensively.
Author: John Kundert-Gibbs
Editor: John Wiley & Sons
ISBN: 9780470596050
Size: 17,52 MB
Format: PDF
Read: 983
DownloadEditor: John Wiley & Sons
ISBN: 9780470596050
Size: 17,52 MB
Format: PDF
Read: 983
In order to bring a character to life, it is beneficial for animators to have a solid understanding of acting principles, and this book examines the important skills behind the artistry of creating animated characters. With a particular emphasis on a character’s motions and movement, this unique resource covers the basic elements of acting for CG animation and then progresses to more advanced topics such as internal intent and motivation. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
3ds Max Modeling For Games Volume Ii
Author: Andrew Gahan
Editor: Taylor & Francis
ISBN: 1136129251
Size: 10,45 MB
Format: PDF, Kindle
Read: 937
DownloadEditor: Taylor & Francis
ISBN: 1136129251
Size: 10,45 MB
Format: PDF, Kindle
Read: 937
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: Oliver Villar
Editor: Addison-Wesley Professional
ISBN: 0133886271
Size: 15,24 MB
Format: PDF
Read: 721
DownloadEditor: Addison-Wesley Professional
ISBN: 0133886271
Size: 15,24 MB
Format: PDF
Read: 721
Create Amazing 3D Characters with Blender: From Design and Modeling to Video Compositing Learning Blender walks you through every step of creating an outstanding animated character with the free, open source, 3D software Blender, and then compositing it in a real video using a professional workflow. This is the only Blender tutorial to take you from preproduction to final result, and it’s perfect for both 3D novices and those who’ve used other 3D Software. Focusing on Blender 2.71 and above, 3D-professional Oliver Villar explains all the basics, including Blender’s interface, controls, and how to manipulate objects. Once you’ve mastered the fundamentals, you’ll follow a realistic 3D workflow through a complete project. You’ll find chapters on every aspect of the character creation: design, modeling, unwrapping, texturing, shading, rigging, and animation. Once your character is ready and animated, you’ll learn how to integrate it into a real video using camera tracking techniques, lighting, and compositing. Each skillset is taught hands on, and available online video tutorials (more than 5 hours) will guide you through Blender’s trickier tasks. By the time you’re done, you’ll understand how the whole process fits together, and how to use Blender to create outstanding characters for all media. You’ll also build strong Blender skills you can apply in any 3D project, whether it involves characters or not. Learn How To Master Blender’s innovative user interface, navigation, and selection techniques Create your first scene with Blender and get comfortable with its core tools Prepare for projects so they’ll go as smoothly as possible Use modeling tools to create a 3D character Bring your character to life with color, textures, and materials Create your character’s skeleton and make it walk Make the most of Blender’s Camera Tracking tools Add lights to your 3D scene Render with Blender Internal or the powerful new Cycles render engine Composite your 3D character into a real video Switch to Blender from 3ds Max, Maya, or XSI Register your book at informit.com/register to access all of this book’s production files, plus bonus video tutorials, and a useful Blender keyboard shortcut reference.
Designing Character Based Console Games
Author: Mark Davies
Editor:
ISBN: 9781584505211
Size: 18,39 MB
Format: PDF, ePub
Read: 733
DownloadEditor:
ISBN: 9781584505211
Size: 18,39 MB
Format: PDF, ePub
Read: 733
In today's game market more games are developed for the Xbox®, PlayStation®, and Nintendo® systems than for the PC, so designers and developers need to hone their skills and learn console specific techniques in order to succeed in this very competitive field. Designing Character-Based Console Games delves into the intricacies and technical details of console design, while covering the broader aspects of design that apply to all types of games, including action-adventure, first person shooters, and role-playing games. It offers a starting point for any budding designer, a point of reference for anyone who wants to learn more about how games are made, and a few choice nuggets of information for the expert. By following the process of design from start to finish, the book teaches best-practice design methods to help designers avoid repeating common mistakes. It provides a thorough discussion of gameplay and how to design it effectively, and how to write the narrative and develop the characters. It explores the important aspects of a character-based game design, including game structure, character control, and combat. Specifics on viewpoint & cameras, artificial intelligence, physics, environments, audio, interface design, economies, and game balancing are also covered in detail.
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There’s a lot to say about the massive 260-page book Creating Stylized Characters.
At first glance it’s clearly a firm and well-designed book. I figured it would have some tips and interviews but it’s actually formatted like a bird’s eye view of real-world projects.
A handful of pro artists tackle various character design projects and show their steps along the way.
Each chapter covers tips related to different subjects like gesture, color theory, and stylization. Then you’ll find 6 different character projects that you can follow start-to-finish from 6 talented artists.
If you’re interested in character design as a career I’d highly recommend this book. It’s got some invaluable tips along with some really cool artwork.
But let’s crack this open and take a look inside.
Inside The Book
Once you get past the introduction there are two “main” parts of this book.
First is a 50-page section titled “Getting Started”. This breaks into sub-chapters on figure/gesture, pose, faces/expressions, color theory and stylization.
If you’re not familiar with the fundamentals of art it’d be wise to really read through this section.
There are no explicit exercises here but you can glean some ideas on how to practice just from these pages.
The bulk of the book is taken up by sample character projects. Featured artists share their advice and the many ways they tackle character designs.
Basically 6 different artists are given 6 different prompts and told to design a character from scratch.
They each get their own chapter to discuss the creative process including character research, thumbnailing, shape design, facial expressions, picking a color scheme & finalizing the design.
Most of these chapters also have variations where the artist follows the exact same prompt but they design a totally different character.
This all feels very reminiscent of working as a real character designer on a real-world project in the entertainment industry.
You can follow along studying the design process from start to finish with plenty of tips along the way.
Here’s a breakdown of the artists and their featured projects:
- Alien Explorer by Kenneth Anderson
- Teacher Character by Stephanie Rizo Garcia
- Heroic Spaceman by Luis Gadea
- Fantasy Warrior by Enrique Fernandez
- Cabin Boy Cat by Shaun Bryant
- Alien Royalty by Max Grecke
All of these artists have their own specialties whether it’s character design, game art, visual development work, or even animation work.
This massive variety means you’ll find a ton of unique styles, techniques, and ideas on how to approach your own character designs.
All of the tips are incredibly practical with advice on how to draw really specific things. The artists explain their design choices from why they drew a nose a certain way to why they chose certain types of clothing.
Truth be told I’m pleasantly shocked at how much detail there is for each project.
The artists go as far as detailing different styles of backpacks, different weapons, and even different rocks to place in the background.
Beyond incredible artwork with some of the most detailed explanations I’ve ever seen.
Who’s This Book For?
If you’re interested in any character design then absolutely grab a copy of this book. You will not be disappointed.
And the illustrations inside can serve as creative inspiration for your own pieces.
But this book touches more people only aspiring character artists.
I’d also recommend this book for anyone who likes to design characters. Specifically artists with a propensity towards illustration and stylized designs.
The advice and step-by-step diagrams in this book will radically improve your own design process.
And it doesn’t matter whether you’re designing characters for a children’s book, a webcomic, your own storyboards, or just for fun.
These ideas are directly applicable to all projects and you don’t need to aim at becoming a professional artist to get value from this book.
You just have to enjoy designing your own characters and truly love the process of creating art.
Who this book is not for: environment artists and realist painters.
If all you want to do is paint environments that’s awesome. But this book probably won’t interest you.
And if you’re mostly focused on traditional mediums like oil painting this book may feel a little too loose, too digital, and just not aligned with your goals.
That said I would highly recommend Creating Stylized Characters for anyone into digital illustration work or even traditional cartooning.
If you do traditional work in a sketchbook and like to sketch cartoons then you’ll probably enjoy this title. The target audience really falls under what kind of work you do(cartoons, stylized art) along with the focus of your work(characters).
It’s a fun read and it comes with some incredible artwork so you’ll at least get plenty of quality inspiration.
Not to mention this book comes from the same publisher as Character Design Quarterly so it’s fair to say 3DTotal really knows how to handle this subject.
Take a peek at the preview photos here and see what you think.
But if you’re curious then definitely grab a copy if you want to improve your character design process, or to just get a peek into the creative process of professionals.