The Game Artist's Guide to Maya
暫譯: 遊戲藝術家的Maya指南
Michael McKinley
- 出版商: Sybex
- 出版日期: 2005-01-25
- 售價: $1,600
- 貴賓價: 9.5 折 $1,520
- 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
商品描述(中文翻譯)
描述:
《新興3D遊戲藝術家的權威資源》
Alias的獲獎Maya® 3D動畫和特效軟體持續在技術創新上引領行業,並被越來越多的主機和電腦遊戲開發者所採用。《遊戲藝術家的Maya指南》是一本官方介紹如何使用Maya創建3D遊戲藝術和動畫的書籍,由Maya Press出版,這是Alias與Sybex的出版合作。這本詳細的書籍由一家知名遊戲公司的製作藝術家撰寫,專注於真實遊戲藝術家日常使用的技能,以創造驚人的角色和環境。
通過跟隨討論和教程,您將學會如何將一個概念帶入整個遊戲藝術開發流程,學習從建模、紋理處理、裝配到動畫、特效的所有內容。您還將從行業專業人士那裡獲得見解,並了解Maya在熱門遊戲中的應用。如果您是一名3D遊戲藝術家,或希望成為一名,這本書將幫助您掌握在競爭激烈的遊戲行業中脫穎而出的技能和技術。
在書中,您將學會如何:
- 使用概念圖像創建遊戲模型
- 考慮預定的即時多邊形數量限制進行建模
- 在書的CD上觀看武術視頻,以更真實地為角色動畫
- 使用UV映射和佈局技術為模型準備紋理
- 創建不同類型的紋理
- 精通裝配過程,從設置骨架到準備混合形狀
- 練習創建動畫片段的技術,以便在Trax編輯器中使用
- 使用粒子特效,如精靈和動畫幾何,為模型增添魅力
目錄:
引言
第一章:遊戲產業
開發者和發行商
藝術家職位
獲得工作
緊迫時期
遊戲開發流程
第二章:多邊形建模
遊戲藝術的限制
遊戲建模常用工具和命令
遊戲建模提示
教程:創建武器
教程:創建角色模型
第三章:紋理處理
遊戲世界中的紋理處理
UV映射
UV投影命令
UV紋理編輯器
紋理解析度和格式
Alpha通道和像素著色器效果
劍的UV映射
身體的UV映射
頭部的UV映射
Hypershade
可選程序
紋理繪製技巧
完成的模型
第四章:裝配
骨架和關節
創建骨架
正向和反向運動學
顯示選擇手柄
盔甲父子關係
綁定到骨架
繪製權重
關節旋轉限制
眼睛控制
面部裝配
創建SDK控制
劍的約束
第五章:動畫
創建角色集
創建高品質動畫
製作攻擊動畫
靜止動畫
向前移動
片段之間的混合
結束?
第六章:粒子特效
精靈
創建精靈特效
幾何特效
創建衝擊特效
其他有用的CD文件
最後的想法
索引