The Game Artist's Guide to Maya
Michael McKinley
- 出版商: Sybex
- 出版日期: 2005-01-25
- 售價: $1,580
- 貴賓價: 9.5 折 $1,501
- 語言: 英文
- 頁數: 240
- 裝訂: Paperback
- ISBN: 0782143768
- ISBN-13: 9780782143768
-
相關分類:
3D建模 3D-modeling
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商品描述
Description:
The Definitive Resource for Up-and-Coming 3D Game Artists
Alias' award-winning Maya® 3D animation and effects software continues to lead the industry in technological innovation and is being adopted by more and more console and computer game developers. The Game Artist's Guide to Maya is an official introduction to creating 3D game art and animations with Maya, brought to you by Maya Press, a publishing partnership between Alias and Sybex. Written by a production artist at a prominent game company, this detailed book focuses on the skills real game artists use daily to create stunning characters and environments.
By following the discussions and tutorials, you'll bring a concept through the entire game art development pipeline, learning everything from modeling, texturing, rigging, and animation, to special effects. You'll also glean insights from industry professionals and see how Maya has been used in popular games. If you're a 3D game artist, or looking to become one, this book will help you master the skills and techniques you'll need to excel in the competitive games industry.
Inside, you'll learn how to:
- Create a game model using a concept image as your guide
- Model with predetermined real-time polycount limitations in mind
- View martial arts videos on the book's CD to animate your character more realistically
- Prepare a model for texturing with UV mapping and layout techniques
- Create different kinds of textures
- Master the rigging process, from setting up a skeleton to preparing blend shapes
- Practice techniques for creating animation clips to work with in the Trax Editor
- Use particle effects, such as sprites and animated geometry, to add pizzazz to your model
Table of Contents:
Introduction
Chapter 1: The Game Industry
Developers and Publishers
Artist Jobs
Getting the Job
Crunch Time
The Game Development Pipeline
Chapter 2: Polygonal Modeling
Game Art Limitations
Game Modeling Common Tools and Commands
Game Modeling Pointers
Tutorial: Creating the Weapon
Tutorial: Creating the Character Model
Chapter 3: Texturing
Texturing in the Gaming World
Mapping UVs
UV Projection Commands
The UV Texture Editor
Texture Resolutions and Formats
Alpha Channel and Pixel Shader Effects
UV Mapping the Sword
UV Mapping the Body
UV Mapping the Head
The Hypershade
Optional Procedures
Texture Painting Tips
The Finished Model
Chapter 4: Rigging
Skeletons and Joints
Creating a Skeleton
Forward and Inverse Kinematics
Displaying Selection Handles
Armor Parenting
Binding to the Skeleton
Painting Weights
Joint Rotation Limits
Eye Controls
Rigging the Face
Creating SDK Controls
Sword Constraints
Chapter 5: Animation
Creating a Character Set
Creating a Quality Animation
Making an Attack Animation
Idle Animation
Forward Movement
Blending Between Clips
The End?
Chapter 6: Particle Effects
Sprites
Creating a Sprite Effect
Geometry Effects
Creating Impact Effects
Additional Helpful CD Files
Final Thoughts
Index