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Tampilkan postingan dengan label Maya. Tampilkan semua postingan
Tampilkan postingan dengan label Maya. Tampilkan semua postingan

The Game Animator's Guide to Maya


The Game Animator's Guide to Maya
Publisher: Sybex | ISBN: 0470038578 | edition 2006 | PDF | 267 pages | 5,6 mb

Game animation is a demanding art. Not only do you have to deliver realistic, beautiful animations, but you have to do so under strict real-time, video-game constraints. The Game Animator's Guide to Maya is your focused resource for using Maya to create professional-level game animations for console and PC games. Written by a game industry veteran and featuring interviews with professional animators and artists from around the country, this focused book features specific, detailed, real-world game animation techniques. It's the perfect reference and tutorial for those looking to develop or refine their game animation skills.

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Introducing Maya 2008


Dariush Derakhshani, "Introducing Maya 2008"
Sybex | 2007-12-17 | ISBN: 047018356X | 608 pages | PDF | 16,1 MB

The Academy Award–winning Maya 3D animation and effects software is the top choice for film and video artists, game developers, and 3D design professionals. Learn to build, render, and animate your own digital models and scenes, and begin to develop professional-level Maya skills with Introducing Maya 2008.
This edition of a perennial bestseller is the ideal initiation to 3D and Maya. Starting with the basics, it builds from the ground up, combining straightforward text with practical examples that make it fun and easy to learn Maya's core tools while introducing the latest Maya 2008 features. Follow clear-cut, step-by-step lessons while you learn by doing using a wealth of hands-on files provided on the CD. You'll also find compelling examples in the full-color insert to inspire you.
The enclosed CD features images, movies, and scene files that let you view material from the book. The support files will enable you to complete all of the tutorials. The CD also includes Maya Personal Learning Edition software.
Learn to navigate the Maya 2008 interface
Experiment with modeling by creating a hand, a rocket, and a locomotive
Explore the basics of NURBS, polygons, and subdivision surfaces
Discover the nuances of shading and texturing
Rig a locomotive model for automated animation
Create more natural lighting with mental ray® Final Gather and Global Illumination
Use Maya's Render Layers and an Ambient Occlusion pass for greater reality

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Maya for Games: Modeling and Texturing Techniques with Maya and Mudbox


Well-known Maya professional, Michael Ingrassia, takes readers through his unique style of modeling: "Image Based Modeling" where efficient, realistic models can be created very quickly. Ingrassia's techniques allow modelers to create exact replicas of their concept characters or objects. The techniques presented are very efficient and allow game modelers to quickly build out stand alone props to populate environments and game levels.
Presented are tried and true techniques that the author has used successfully in game production for the past 10 years. Most, if not all 3D books, focus on basic "box" modeling techniques, which are the basis for proper 3D modeling but not the complete solution. In the author's experience, students who have learned through the Image Based Modeling brand, have quickly excelled into effective modelers.
One of the hardest things for any modeler to do is match their model EXACTLY to the concept art or photos they are provided. The insider tips in this book walk artists through this process. Artists begin with basic modeling and advance to a creating a complete scene and set design/game level. Rather than including sporadic models with zero association from to one another, each model in the book becomes an integral part of an overall theme realistic in game development today.

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Creating Striking Graphics with Maya and Photoshop


Professional artists who strive to bring a new look to their illustrations are using Alias' premier 3D software in tandem with Adobe's prominent digital imaging program to create cutting-edge graphics. Now, with Maya 6, this remarkable combo is even better integrated than before.Creating Striking Graphics with Maya and Photoshop—brought to you from Maya Press, a publishing partnership between Sybex and Alias—is a dazzling introduction to the vibrant world of 3D and Maya. Graphics wiz Daniel Gray, with help from an elite group of pros, will inspire you to incorporate 3D into your graphics and think more artistically when approaching your creations. And if you're already familiar with Maya, you'll learn how Maya 6 makes it even easier to work between both applications.

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Understanding 3D Animation Using Maya


Many animators and designers would like to supplement their Maya learning with a less-technical, more helpful book. This new self-study manual is both a general guide for understanding 3-D computer graphics and a specific guide for learning the fundamentals of Maya: workspace, modeling, animation, shading, lighting, and rendering.

This well-integrated and produced volume covers these fundamentals in each chapter so that readers gain increasingly detailed knowledge. After an initial ‘concepts’ section launches each chapter, hands-on tutorials are provided, as well as a chapter project that progressively adds newly learned material and culminates in the final animated short. This is the first book on Maya that teaches the subject using a sensible, proven methodology for both novices and intermediate users.

Topics and features:

* Proven method that emphasizes preliminaries to every chapter
* Integrates the “why” concepts of 3-D simultaneously with the “how-to” techniques
* Skills reinforced with tutorials and chapter projects
* Real-world experience distilled into helpful hints and step-by-step guides for common tasks
* CD-ROM with practice animations, case studies and additional methods

The book, suitable for novices or intermediate users, presents all the basic 3-D animation concepts and Maya software background needed for learning animation techniques and creating sophisticated, state-of-the-art animations. It is an essential resource for animators, game developers, effects specialists, and computer graphic artists, as well as an ideal self-study guide for students or individuals pursuing interests in graphics or animation.

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Maya Secrets of the Pros

Chapter 1 - Maya Cloth - The tutorials include a skirt, a curtain, and accessories (using cloth for animating jewelry and bracelets). Unfortunately, there are no fully clothed figures (no shirts, no pants, etc) so everything is very basic, but explained clearly.

Chapter 2 - Non-Photorealistic Rendering - First example has textures sketched in pen, scanned, and then mapped onto animated models. It creates a unique "hand-drawn" effect, and with some interesting rendering styles. Second example is how to create an impressionistic rendering style. Emit particles from object, make those particles strokes, and play with the render settings. I haven't seen a tutorial like this one before, and it does a lot for making very basic shaded object into a more intriguing render.

Chapter 3: Realistic Camera Movement - The basics of CG cinematography (if you want more on this, I recommend Digital Cinematography & Directing by Dan Ablan). Also goes briefly into camera lenses and focal lengths. The good parts are the long tutorials on Creating Camera Shake and Creating a Handheld Camera. At the end there is a brief tutorial on capturing motion with Maya Live.

Chapter 4: Radiosity, HDRI, LDRI - This is the best and most thorough tutorial on this subject that I've found in a Maya format. Rendering tutorials on a spaceship, a robot, and a katana sword. The chapter ends with a brief tutorial on how to render a detailed, complex scene.

Chapter 5: The Character Pipeline - The information is here is so basic, I think the only reason it would be included in an "of the pros" books is that it has a few MEL scripts. Naming conventions, character sets, and some rigging scripts by the author. Certainly one of the least interesting chapters.

Chapter 6: Hair Systems - This very unique chapter that talks about using Maya Hair for alternative purposes. Octopus tentacles, Rope/wire, Character's secondary motion, and shark animation. Great tutorials for all these examples, which can obviously be applied to nearly anything.

Chapter 7: Dynamics - This is all very basic stuff, with very basic examples (ie a torus lands on a plane, boxes interacting with eachother). Has a couple pages on using Maya Hair and dynamics to make car suspension.

Chapter 8: The Art of Maya Noises - Basic dynamics tutorials. I have no idea why this was in the book. You WILL find better online tutorials because most of the examples are clones of things you will find elsewhere. 1) A water fountain, 2) spinning particles to create a "vortex", 3) a "hermite electric arc" (two spheres with electricity flowing between them). MEL scripts are included for these examples.

Chapter 9: Polygon/Subdivision modeling a character head (cover of book) - Starts out talking about edgeloops -- which has an interesting twist because the character has a "third eye". Draws curves in the front and side viewports using the EP curve tool, thus creating a skeletal/basic cage that will be used as outlines for poly faces (so, it's like NURBS modeling, but poly). Has a few pages about filling in the curves-wireframe, pointing out problem areas (triangles, five sided polys, and "stars") and how to fix them. The tutorial stops at completing the trapezius and neck muscles. No texturing/lighting/rendering discussion is included.

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