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This book covers methods to create polygonal and NURBS objects with techniques to add and modify objects and add detail through a number of methods including: inserting edges, extruding, deforming and input modification. Also included is improving topology, creating UV layouts, digital sculpting techniques, subdivision and raycasting methods of map extraction. Final sections cover complete creation of a custom skeleton with all controls and driver/driven keys, animation, motion paths and final rendering. Designed to introduce readers to a wide variety of industry leading techniques that are used both in games and cinema. Concepts in this book are the same used in major companies everywhere.
Key Features
Learn how to create interesting models from primitive shapes in an easy-to-follow, class-room tested, consistent method. Explore all the major requirements to creating highly detailed models. Use industry standard tools for modeling and rigging animation. Included are key chapter objectives fro students and supplemental objectives for instructors to modify. Each lesson builds on the prior lessons so there is constant reinforcement while moving forward, including examples for each lesson available from each save point.
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This book covers methods to create polygonal and NURBS objects with techniques to add and modify objects and add detail through a number of methods including: inserting edges, extruding, deforming and input modification. Also included is improving topology, creating UV layouts, digital sculpting techniques, subdivision and raycasting methods of map extraction. Final sections cover complete creation of a custom skeleton with all controls and driver/driven keys, animation, motion paths and final rendering. Designed to introduce readers to a wide variety of industry leading techniques that are used both in games and cinema. Concepts in this book are the same used in major companies everywhere.
Key Features
Learn how to create interesting models from primitive shapes in an easy-to-follow, class-room tested, consistent method. Explore all the major requirements to creating highly detailed models. Use industry standard tools for modeling and rigging animation. Included are key chapter objectives fro students and supplemental objectives for instructors to modify. Each lesson builds on the prior lessons so there is constant reinforcement while moving forward, including examples for each lesson available from each save point.