Ebook Computer Graphics for Artists II: Environments and Characters by Andrew Paquette

 Ebook Computer Graphics for Artists II: Environments and Characters by Andrew Paquette


Computer Graphics for Artists II: Environments and Characters by Andrew Paquette

Sringr | 2009 | ISBN: 1848824696 9781848824690 9781848824706 | 349 pages | PDF/djvu | 43/10 MB



In this issue specific problems related to the creation of Computer Graphic environments and characters are explored. For the Computer Graphic artist, knowledge of tools is important, but what is even more important, and the subject of this book, is understanding problems and solutions encountered by artists who create environments and characters.

This book is application-independent, but builds on information published in the previous volume by focusing instead on subject-specific methods for improving the quality of observation, craftsmanship, optimization, and application. In the character section, extensive anatomical data is provided as a generic basis for character building.

Extensive anatomical reference for character building

Subject breakdown and analysis techniques provided to improve an artists ability to make the most of his/her tools

Contents

3D3/Environments

Part I Introduction

1 Real-World Terrain

Erosion

Scale

2 CG Terrain

History of Terrain in CG

Shot List

Optimization

Real Time/Pre-rendered Graphics

Digital Elevation Maps

Land Use Maps, Texturing

Title Sets

3 Plant Life

Geographic factors

Plant Classif cation

Leaf Structure

Leaf Shape

Growth Limits

Fibonacci Numbers

Landscaping

Level of Detail

Optimization

4 Civil Engineering

History of

Surface Preparation

Construction Materials

CG Application

Transportation

Signage

5 Architecture

Cast Concrete/Nurbs

High-Resolution Lighting/Nurbs

6 Texturing

Perspective/Lens Distortion

Monitor Calibration

Color Shift

Light Gradient/Falloff

Contrast

Shadows

Bump Maps

Atmosphere/Fog

Ref ected Light

Ref ections

Blur

Blocked View

Resolution

Color

Texture design

Weathering

7 Lighting

Light Types

CG Lights

Quality Settings

8 Project, Grading, and Conclusion

Overview

Supplies/materials required

Instructions

Rules

Expectations

Delivery schedule

Conclusion, Part One

3D4/Anatomy for Characters

Part II Introduction

9 Anatomy

Body Plans

Homotopic Mammalian Topology

Mechanical Properties

Navigation Terms

Muscle Types

Species Shape Variations

10 The Skeleton/Axial

Bone Feature Types

The Axial Skeleton

Skull

Spine

Thoracic Cage

11 Appendicular Skeleton

General

Pectoral Girdle

Arm

Hand

Hip

Leg

Foot

12 Musculature

General

Torso

Head

Eye

13 Musculature (Continued )

General

Arm

Hand

Leg

Foot

14 Joints

Ball and Socket

Hinge

Saddle

Pivot

Ellipsoid

Plane

Thumb

Fingers

Tarsal joints

Toes

Conclusion

15 CG Anatomy

Skin

Subdivision Surfaces

Neutral Pose

UVs

16 Projects and Conclusion

Instructions

Rules

Expectations

Delivery Schedule

Hand-in Schedule

Glossary

Bibliography

Index

with TOC BookMarkLinks

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