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Character Creation for Games and Animation

Professional Techniques with Maya and ZBrush
Buch | Softcover
328 Seiten
2026
CRC Press (Verlag)
978-1-138-94911-9 (ISBN)
CHF 67,95 inkl. MwSt
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Learn the proper tools, techniques and methods used by the pros, along with many tips and tricks to achieving amazing character creations. Readers will also gain an understanding of the processes, workflows and methods used in a studio pipeline from an Art Director’s point of view. This book demonstrates multiple approaches that take you through processes using a variety of top tools used by professional game artists, including comparing the results. The optimization methods demonstrated in this book are tried and true, and game production tested. Included are student and instructor resources as well as video tutorials.

Key Features

Game workflow and optimization methods that reduce time while increasing quality and detail
Character design equivalent to top game studios such as Valve, Blizzard, Ubisoft
Utilizes the very latest software tool sets, pipelines and workflows that have been time tested, demonstrating consistently proven results
Quickly learn the most proven methods for digital character creation used by industry pros
Simple to understand explanation of the current tools and techniques that will advance the quality of your work and confidence in skills
This book shows the entire process sued in a real world character development cycle from beginning concept to the final textured model, ready for rigging—with no irrelevant filler content.
Included are cases studies and expert interviews
Student quizzes, instructor test bank, sample syllabus are included
1-2 video tutorials for each chapter will be made available demonstrating difficult techniques and taking the student even further beyond what is in the book

Michael Ingrassia is a game veteran 3D artist since 2000 and has been involved in over a dozen game development productions. Additionally, he was lead 3D instructor for two years at Escape Studios training facility in London and Academic Director/Lead Instructor for 3D Training Academy in Seattle, USA. For the last 5 years Michael has been Creative Director and art lead for his own mobile game studio, Atomic Chimp Games.

Part 1 – Character Concepting and Base Mesh Modeling

Chapter 1: Concepting

Chapter 2: Blocking Out

Chapter 3: Base Mesh/Proxy

Part 2 - Digital Sculpting Techniques

Chapter 4: ZBrush Massing

Chapter 5: Retopology I

Chapter 6: ZBrush Detailing

Chapter 7: Weapons

Chapter 8: Belts, Straps, Accessories

Chapter 9: Retop II

Chapter 10: UV Layout, Auto Tools

Chapter 11: Re-Projecting Sculpt Details

Part 3 - Texturing Processes

Chapter 12: Polypaint

Chapter 13: Alpha Masking

Chapter 14: Hand Texturing

Chapter 15: Quixel Suite

Chapter 16: Map Exporting

Chapter 17: AO Bakes

Chapter 18: Normal Map Creation

Chapter 19: Metcap-Unity Shader

Part 4 - Lighting and Rendering Testing

Chapter 20: Marmoset

Chapter 21: Maya Render 2.0

Chapter 22: Fast Lighting

Chapter 23: Wireframe Render/Turntable

Chapter 24: Maya Mental Ray

Erscheinungsdatum
Zusatzinfo 360 Halftones, color
Verlagsort London
Sprache englisch
Maße 178 x 229 mm
Themenwelt Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-138-94911-6 / 1138949116
ISBN-13 978-1-138-94911-9 / 9781138949119
Zustand Neuware
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