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Table of contents
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- Book chapterNo access
Chapter 1 - Creating a Box Using 3ds Max
Pages 1-18 - Book chapterNo access
Chapter 2 - Creating an Oil Drum Using 3ds Max
Pages 19-46 - Book chapterNo access
Chapter 3 - Creating Texture Maps from Photographs Using Photoshop
Pages 47-69 - Book chapterNo access
Chapter 4 - Creating Normal Maps Using Photoshop and Crazy Bump
Pages 71-102 - Book chapterNo access
Chapter 5 - Concept Art
Pages 103-112 - Book chapterNo access
Chapter 6 - Anatomy
Pages 113-131 - Book chapterNo access
Chapter 7 - A Basic (Game) Art Education
Pages 133-164 - Book chapterNo access
Chapter 8 - The Basic 3D Kit Using Maya
Pages 165-226 - Book chapterNo access
Chapter 9 - Pipeline and Modeling Guidelines Using Maya
Pages 227-233 - Book chapterNo access
Chapter 10 - Overview of Maya
Pages 235-296 - Book chapterNo access
Chapter 11 - Introduction to ZBrush Modeling
Pages 297-314 - Book chapterNo access
Chapter 12 - Designing Your First Biped Character Using Photoshop and Maya
Pages 315-348 - Book chapterNo access
Chapter 13 - Creating Your First Biped Character: Modeling Basics Using Maya
Pages 349-433 - Book chapterNo access
Chapter 14 - Creating Your First Biped Character: Facial Expressions Using Maya
Pages 435-453 - Book chapterNo access
Chapter 15 - Creating Your First Biped Character: Shading and Texturing Basics Using Maya
Pages 455-468 - Book chapterNo access
Chapter 16 - High Poly and Low Poly Character Modeling Using 3ds Max and Photoshop
Pages 469-595 - Book chapterNo access
Index
Pages 597-611
About the book
Publisher's Note: Transferred to Taylor & Francis as of 2012
Description
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.
Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art.
Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.
Key Features
--The four cornerstone software packages for game art development all explained in one book - Photoshop, Maya, Max and Zbrush.
--Easy to follow steps with theory, explanations, and exercises.
--"The best of" Focal Press for game art - top selling authors share their lessons, tips, tricks, and tutorials.
--The four cornerstone software packages for game art development all explained in one book - Photoshop, Maya, Max and Zbrush.
--Easy to follow steps with theory, explanations, and exercises.
--"The best of" Focal Press for game art - top selling authors share their lessons, tips, tricks, and tutorials.
Details
ISBN
978-0-240-81147-5
Language
English
Published
2009
Copyright
Copyright © 2009 Elsevier Inc. All rights reserved
Imprint
Focal Press