Ebook 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
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