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Summary
Summary
Whether you are a new or seasoned user, you'll find everything you need to get started with Carrara 5 in The Carrara 5 Pro Handbook. This edition has been completely updated to teach everything you need to know about Carrara, especially many of the new and advanced features. Explore new and creative ways to use Carrara through a great collection of step-by-step tutorials written by industry experts, including two bonus comprehensive modeling tutorials with Eovia's newest application Hexagon. These hands-on tutorials progress from basic to advanced, guiding you from the basics of 3D modeling to the challenges of animation.The book is structured so that the process of creating 3D illustrations and animations flows logically from one chapter to another. And by using this approach you can easily learn the technical aspects of working with Carrara Pro and achieve a tangible understanding of the workflow involved in creating 3D content. By the end of the book, you'll know how to use the powerful tools of Carrara 5 Pro, have new and improved 3D skills, and have gained experience in 3D production concepts. This is a must-have resource for new and seasoned users a like!
Table of Contents
Acknowledgments | p. xiii |
Preface | p. xv |
Part I Understanding 3D | p. 1 |
Chapter 1 Concepts and Techniques in 3D Modeling | p. 3 |
Getting Around in 3D: Cartesian Coordinates | p. 4 |
Vertices and Polygons | p. 7 |
Curves | p. 9 |
Surfaces | p. 10 |
Subdivision Surfaces | p. 12 |
Primitives | p. 13 |
Summary | p. 14 |
Chapter 2 3D Texturing Techniques | p. 15 |
What is 3D Texturing? | p. 16 |
Procedural Textures | p. 17 |
Projection Mapping | p. 19 |
UV Mapping | p. 21 |
Shader Channels | p. 24 |
Summary | p. 26 |
Chapter 3 3D Animation: Making Things Move | p. 27 |
What is Animation? | p. 28 |
Key Frames and Tweeners | p. 28 |
The Timeline | p. 29 |
The Graph Editor | p. 30 |
Animation Methods | p. 31 |
Summary | p. 36 |
Part II Getting to Know Carrara | p. 37 |
Chapter 4 Exploring the Carrara Workspace | p. 39 |
The Workspace | p. 40 |
The Document Window | p. 41 |
The Properties Tray | p. 43 |
The Sequencer Tray | p. 44 |
The Browser | p. 45 |
Customizing Carrara | p. 46 |
Summary | p. 48 |
Chapter 5 Working in the Assemble Room | p. 49 |
Manipulating 3D Objects: Move, Scale, and Rotate | p. 50 |
Inserting and Positioning Cameras | p. 56 |
Inserting and Positioning Lights | p. 59 |
Creating a Simple Animation | p. 61 |
Summary | p. 65 |
Chapter 6 Building Shaders in the Texture Room | p. 67 |
The Texture Room | p. 68 |
Working with Shaders | p. 68 |
Summary | p. 76 |
Chapter 7 The Carrara Modeling Rooms | p. 77 |
Exploring the Spline Modeler | p. 78 |
Exploring the Vertex Modeler | p. 84 |
The Carrara UV Editor | p. 87 |
Summary | p. 88 |
Chapter 8 Rendering Scenes and Animations | p. 89 |
The Render Room | p. 90 |
Photorealistic Rendering | p. 94 |
Non-Photorealistic Rendering | p. 96 |
Rendering an Animation | p. 97 |
Summary | p. 100 |
Part III Modeling with Carrara and Hexagon | p. 101 |
Chapter 9 Modeling with the Carrara Spline Modeler | p. 103 |
Modeling the Rocket Body | p. 104 |
Modeling the Rocket Engine Nozzle | p. 121 |
Assembling the Rocket | p. 131 |
Summary | p. 132 |
Chapter 10 Modeling with the Vertex Modeler | p. 133 |
Tutorial 10.1 Box Modeling a Low-Poly Character | p. 134 |
Tutorial 10.2 Modeling an Airplane | p. 166 |
Summary | p. 188 |
Chapter 11 Modeling with Hexagon | p. 189 |
Tutorial 11.1 Modeling a Character Head (by Jack Whitney) | p. 190 |
Tutorial 11.2 Modeling a Concept Car (by Patrick Tuten) | p. 216 |
Summary | p. 240 |
Part IV Texturing with Carrara | p. 241 |
Chapter 12 Texturing with Carrara | p. 243 |
Tutorial 12.1 Projection Mapping, Bump Maps, Color, and Layers | p. 244 |
Tutorial 12.2 Texturing with Shading Domains | p. 257 |
Tutorial 12.3 Texturing with the UV Editor | p. 266 |
Summary | p. 276 |
Chapter 13 Advanced Shaders: Subsurface Scattering and Displacement Mapping | p. 277 |
Tutorial 13.1 Subsurface Scattering | p. 278 |
Tutorial 13.2 Displacement Mapping | p. 283 |
Summary | p. 288 |
Part V Animation with Carrara | p. 289 |
Chapter 14 Animating with Morph Targets | p. 291 |
Tutorial 14.1 Creating Morph Targets | p. 295 |
Tutorial 14.2 Lip Synching with Morph Targets | p. 300 |
Summary | p. 306 |
Chapter 15 Animating a Walk Cycle with Bones | p. 307 |
Tutorial 15.1 Rigging a Character with Bones and IK | p. 309 |
Tutorial 15.2 Animating a Basic Walk Cycle with Bones and Kinematics | p. 332 |
Summary | p. 354 |
Part VI Rendering with Carrara | p. 355 |
16 Advanced Rendering with Carrara | p. 357 |
Tutorial 16.1 Global Illumination-Indirect Lighting and Skylight | p. 359 |
Tutorial 16.2 High Dynamic Range Image (HDRI) | p. 365 |
Tutorial 16.3 Caustics | p. 369 |
Tutorial 16.4 Motion Blur | p. 373 |
Tutorial 16.5 Non-Photorealistic Render (NPR) | p. 376 |
Summary | p. 381 |
Part VII Carrara and Other Programs | p. 383 |
Chapter 17 Converting Carrara Scenes to Vectors with VectorStyle2 | p. 385 |
Tutorial 17.1 VectorStyle to Flash | p. 387 |
Tutorial 17.2 VectorStyle to Illustrator | p. 395 |
Summary | p. 398 |
Chapter 18 Importing A Poser Scene with the Native Importer | p. 399 |
Overview of the Poser Workspace | p. 400 |
Tutorial 18.1 Creating a Still Image with Poser and Carrara | p. 405 |
Tutorial 18.2 Creating an Animation with Poser and Carrara | p. 434 |
Summary | p. 444 |
Chapter 19 Postproduction with After Effects 6.5 | p. 447 |
Rendering the 3D Helicopter | p. 449 |
Integration with After Effects | p. 459 |
Summary | p. 462 |
Part VIII Carrara Plug-Ins | p. 463 |
Chapter 20 Digital Carver Guild Plug-Ins for Carrara | p. 465 |
Tutorial 20.1 Making a Fairy Ring with Anything Grows | p. 466 |
Tutorial 20.2 Creating Old Chipped Paint and Rust with Anything Goos | p. 474 |
Tutorial 20.3 Making a Robot Bug Walk with Cognito | p. 479 |
Summary | p. 486 |
Appendix A Contributing Author Biographies | p. 487 |
Appendix B About the CD-ROM | p. 489 |
Index | p. 493 |