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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010077228 | CP 5784 | Computer File Accompanies Open Access Book | Compact Disc Accompanies Open Access Book | Searching... |
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Summary
Summary
Texturing: Concepts and Techniques is about the aesthetics and design issues of creating and using interesting textures for digital 3D animation. This beautifully illustrated, full color book teaches artists how to create stunning and convincing textures using the popular 3ds max TM , Maya ® , and LightWave 3D ® programs. It describes the theory behind many aspects of the software, to give artists a deeper understanding of the technology, and its past, present, and future. It helps readers understand the limitations that 3D animation places on creating quality imagery, and details the artistic techniques behind creating convincing textures, not just realistic or photorealistic ones.The tutorials and techniques included throughout the book don't just show users how to recreate a texture, but take them deep into the tools of the programs to help them really understand how and why they work. After working through the tutorials, users will be able to take their skills to the next level and create their own stunning textures!
Author Notes
Dennis Summers (Royal Oak, MI) holds a BFA in painting and a BA in chemistry from Michigan State University, and an MFA in non-traditional media from The Ohio State University. He is an Associate Professor at Schoolcraft College, and is also a freelance animator
Table of Contents
Acknowledgments | p. xiii |
Preface | p. xv |
How to Use This Book | p. xvii |
What You Need to Know | p. xvii |
1 Visual Communication, Good Design, and Aesthetics | p. 1 |
Visual Communication | p. 3 |
Good Design | p. 5 |
Value | p. 5 |
Shape | p. 7 |
Motion | p. 9 |
Relative Size | p. 10 |
Figure/Ground | p. 11 |
Color | p. 12 |
Color Relativity and Color Constancy | p. 13 |
Texture | p. 15 |
Closure | p. 16 |
Aesthetics | p. 20 |
Summary | p. 26 |
2 Realism, Photorealism, and When Being Convincing is Best | p. 27 |
Realism | p. 28 |
Linear Perspective | p. 30 |
Aerial Perspective and Perspective of Disappearance | p. 32 |
Preconceptions | p. 33 |
Photorealism | p. 36 |
The Frame | p. 36 |
Two Dimensions, Not Three | p. 36 |
Relationships Matter | p. 37 |
Being Convincing | p. 40 |
Summary | p. 44 |
3 Technical Issues: The Digital Environment and Delivery Media | p. 45 |
Color | p. 46 |
Digital Color | p. 46 |
Color Mixing | p. 47 |
Color Space or Color Gamut | p. 48 |
White Point | p. 52 |
Gamma | p. 53 |
Using Gamma as a Design Technique | p. 61 |
Colorbars | p. 61 |
Contrast Ratio and Ambient Light | p. 62 |
Alpha | p. 65 |
Pixels | p. 65 |
Frames and Fields | p. 68 |
Summary | p. 69 |
4 Materials: Technology and Use | p. 71 |
Some Definitions | p. 72 |
What Does a Computer Think a Material Is? | p. 74 |
It Is All About Light: Some Physics | p. 77 |
What Does the Software Think a Material Is? | p. 79 |
Software Interfaces | p. 81 |
Shaders | p. 82 |
Material Components | p. 84 |
The Use of Image Maps and Procedural Maps | p. 84 |
Complex Materials | p. 86 |
Mapping and Unwrapping | p. 88 |
Image Editing and Rendering | p. 89 |
Summary | p. 90 |
5 Shaders | p. 91 |
Surface Shaders: General Description and Examples | p. 92 |
General-Use Shader Types | p. 98 |
Light Response Attributes: The Big Three | p. 100 |
Diffuse | p. 100 |
Specular | p. 101 |
Ambient | p. 104 |
Other Common Shader Attributes | p. 105 |
Bump Mapping and Displacement | p. 105 |
Transparency, Refraction, and Translucency | p. 105 |
Luminescence | p. 108 |
Reflections | p. 108 |
Correspondence Chart | p. 109 |
Summary | p. 110 |
6 Material Creation Interfaces | p. 111 |
3ds max Material Editor | p. 112 |
Material Editor Rollouts | p. 115 |
Lightwave Surface Editor | p. 121 |
Adding Texture Maps | p. 126 |
Maya Hypershade and Attribute Editor | p. 127 |
Adding Texture Maps | p. 133 |
Summary | p. 136 |
7 Image Maps and Procedural Maps | p. 137 |
Image Maps | p. 138 |
Formats and Compression | p. 138 |
Resolution | p. 140 |
Aliasing and Sampling | p. 143 |
Image Map Interfaces | p. 148 |
Photoshop for 3D Artists | p. 151 |
Procedural Maps | p. 156 |
Checker(board) | p. 157 |
Noise | p. 161 |
Gradient/Ramp | p. 167 |
Summary--Comparing the Two | p. 175 |
8 Pulling It Together: Initial Tutorial | p. 177 |
3ds max Tutorial: Using the Material Editor | p. 179 |
Lightwave Tutorial: Using the Surface and Texture Editors | p. 193 |
Maya Tutorial: Using the Hypershade and Attribute Editor | p. 208 |
Summary | p. 221 |
9 Light and Surfaces | p. 223 |
Some (Very Simple) Physics | p. 224 |
Models of Illumination: Local Illumination | p. 227 |
Models of Illumination: Global Illumination | p. 228 |
Radiosity | p. 228 |
Raytracing | p. 230 |
The Two Together | p. 233 |
3ds max Tutorial: Raytracing | p. 235 |
3ds max Tutorial: Radiosity | p. 241 |
Lightwave Tutorial: Raytracing | p. 247 |
Lightwave Tutorial: Radiosity | p. 250 |
Maya Tutorial: Raytracing | p. 255 |
Maya and Radiosity | p. 259 |
3ds max Tutorial: High Dynamic Range Image-Based Rendering | p. 259 |
Lightwave Tutorial: Lightwave High Dynamic Range Image-Based Rendering | p. 261 |
Maya | p. 263 |
Summary | p. 263 |
10 Complex Materials | p. 265 |
Displacement | p. 267 |
Double-Sided Surface Material | p. 267 |
Multiple Surface Materials per Mesh Surface | p. 268 |
Superimposing More than One Surface Material, Shader, or Texture | p. 268 |
Additive and Subtractive | p. 269 |
Difference | p. 269 |
Multiply | p. 270 |
Double-Layer Specular Shaders | p. 271 |
Making Metallic Materials | p. 271 |
Material Types for Compositing | p. 271 |
Labels | p. 272 |
Backgrounds | p. 272 |
3ds max Tutorial: Tutorial 10A: An Outdoor Scene | p. 273 |
Lightwave Tutorial 10A: An Outdoor Scene | p. 279 |
Maya Tutorial 10A: An Outdoor Scene | p. 286 |
3ds max Tutorial 10B: Fresh Mountain Tea | p. 293 |
Lightwave Tutorial 10B: Fresh Mountain Tea | p. 297 |
Maya Tutorial 10B: Fresh Mountain Tea | p. 301 |
Summary | p. 304 |
11 Mapping and Unwrapping | p. 305 |
The Mapping Problem | p. 306 |
The Mapping Solution | p. 308 |
One Solution: Projection Mapping | p. 308 |
Another Solution: Explicit UV Mapping | p. 310 |
UVs Are Arbitary | p. 312 |
UVs Are Relative | p. 314 |
Image Maps May Look Weird | p. 316 |
Some Specific Software Information | p. 316 |
3ds max | p. 316 |
Lightwave | p. 318 |
Maya | p. 320 |
3ds max Tutorial: Creating the Head | p. 321 |
Lightwave Tutorial: Lightwave | p. 326 |
Maya Tutorial | p. 330 |
3ds max Tutorial: Creating the Body | p. 335 |
Lightwave Tutorial | p. 339 |
Maya Tutorial | p. 342 |
Summary | p. 344 |
12 Rendering | p. 345 |
What Is Rendering? | p. 346 |
Testing Animation | p. 350 |
Some Rendering Tips | p. 351 |
Delivery Media | p. 351 |
Anti-Aliasing | p. 353 |
Surface Texture Baking | p. 354 |
Post Processing | p. 354 |
Compositing | p. 355 |
3ds max Software-Specific Information | p. 357 |
Render Controls | p. 357 |
Anti-Aliasing | p. 358 |
Testing Animation | p. 359 |
Optimizing Renders | p. 359 |
Surface Texture Baking | p. 359 |
Post Processing | p. 360 |
Compositing | p. 361 |
Lightwave Software-Specific Information | p. 361 |
Render Controls | p. 361 |
Anti-Aliasing | p. 363 |
Testing Animation | p. 363 |
Surface Texture Baking | p. 364 |
Post Processing | p. 364 |
Compositing | p. 365 |
Maya Software-Specific Information | p. 365 |
Render Controls | p. 365 |
Anti-Aliasing | p. 366 |
Testing Animation | p. 367 |
Optimizing Renders | p. 368 |
Surface Texture Baking | p. 369 |
Post Processing | p. 369 |
Compositing | p. 370 |
Summary | p. 370 |
A About the CD-ROM | p. 373 |
System Requirements | p. 373 |
Bibliography | p. 375 |
Index | p. 379 |