Cover image for 3D graphics & animation
Title:
3D graphics & animation
Personal Author:
Edition:
2nd ed.
Publication Information:
Indianapolis, IN : New Riders, 2002
Physical Description:
1 CD-ROM ; 12 cm.
ISBN:
9780735712430
General Note:
Accompanies text of the same title : T385 G524 2002

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Summary

Summary

Covering the basics of 3D, this book progresses step-by-step through modeling, texturing, lighting and animation. It also offers coverage of such related topics as developing a story concept, storyboarding, and putting together a demo real and portfolio. It provides interview tips and comes along with a CD.


Author Notes

Mark Giambruno was born in 1957 in the small California foothills town of Placerville. He grew up in Sacramento, where he enjoyed annoying his teachers with epic space battles drawn during class in the margins of his schoolwork. In high school and college he pursued classes in art and electronics, but found the display-less computers of the time utterly boring.

In 1982, he used his younger brother s need for computer access at home as an excuse to buy his first microcomputer an Atari 800 and has been heavily involved with computing ever since. He started his own computer graphics firm in 1990 and took on San Francisco-based Mondo Media as one of his main clients. When he was free to relocate, Mondo offered him a full-time position, and he become one of their lead artists and project directors. He conceptualized, managed, and created graphics for many of the company s projects, including those for such clients as Microsoft, Sierra Semiconductor, and Compaq.

After a few years of doing business-oriented multimedia, he went on to head up Mechadeus s first two CD-ROM games, Critical Path and The Daedalus Encounter (featuring Tia Carerre of Wayne s World fame). His responsibilities on Daedalus included design, co-writing the script, art direction, and editing. He also wrote The Official Guide to The Daedalus Encounter for BradyGAMES, which chronicles the project and provides hints and tips for completing the game.

Later projects for Mondo Media included art direction of game cinematics for Mechwarrior 3, Under Cover, and Alpha Centauri: Alien Crossfire, as well as creating and art directing in-game assets for both Star Fleet Command releases. He also art directed Spiral, a Flash-based Mondo Mini Show with character designs by Toshihiro Kawamoto (Cowboy Bebop, Gundam, Golden Boy).

Currently, he is an independent contractor providing writing, 3D modeling, design, and animation services through his Binary Arts company. His most recent projects include co-writing the English adaptations of two Japanese detective novels, Under Cover and Angel s Fang, both by #1 bestselling author Arimasa Osawa.

His favorite diversions include watching subtitled anime and playing FPS games like Unreal Tournament and Return to Castle Wolfenstein.


Table of Contents

1 The Virtual Path
What Is 3D, Anyway? Basics of 3D Software
How Are 3D Graphics Used? What Kinds of Jobs Are Available? What's It Like to Be a 3D Artist? Interviews with Two Production Artists
How Do I Learn More about the Field?
2 Delving into Cyberspace
Expanding from 2D to 3D
Principles of 3D Graphics
3 Modeling Basics
Modeler Concepts
Working in the 3D World
2D Shapes
Turning 2D Shapes into 3D Objects
3D Primitives
Transforms
Deforms
Duplicating Mesh
Digging In
3D Modeling Tutorials
4 Modeling: Beyond the Basics
Reference and Accuracy
Mesh Tessellation and Optimization
Radius Edges and Bevels
Deform Modifiers
3D Booleans
Editing Mesh
Displacement Mapping
Building Organic Forms
3D Modeler Interviews
Modeling Alternatives
Intermediate Modeling Tutorials
5 Low-Poly Modeling
The Real-Time Explosion
Nailing the Specs
Low-Poly Techniques
Game and Web Asset Artist Interviews
Low-Poly Modeling Tutorial
6 Texture Mapping
Mapping Defined
Light and Color
Render Limits
Surface Attributes
Map Channels
Procedural Textures
Animated Textures
Tiling
Face Mapping
Decals
Texture Tools
Mapping Coordinates
Mastering Maps
Mapping Tutorials
7 Lighting
Principles of Light
3D Lighting Basics
Lighting Controls and Effects
Lighting Strategies
Lighting Tips and Tricks
Lighting Tutorials
8 The Camera
Camera Basics
Camera Movement
Directing the Camera
Camera Tutorials
9 Animation
Animation Basics
Character Setup: An Interview with Eric Ronay
Visual Effects
Animation Tutorials
10 Rendering and Output
Rendering
Alternative Renderers
Post-Production Effects
Output
Rendering and Output Tutorials
11 The Reel
The Hero's Journey
Getting into Character
Telling Your Story
Developing a Concept
Writing the Script
Designing the Look
Planning the Action
Producing the Animation
Editing Your Scenes
Adding Post-Production Effects
Adding Emotion with Sound
Original 3D Works: Creator Interviews
Appendix A Glossary of Terms
Appendix B Contributors
Indexes