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3D Art Essentials

Book Description

Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.

Table of Contents

  1. Front Cover
  2. Half Title
  3. Dedication
  4. Title
  5. Copyright
  6. CONTENTS
  7. Acknowledgements
  8. How To Use This Book
  9. Chapter 1 A HISTORY OF COMPUTER GRAPHICS AND SPECIAL EFFECTS
    1. From Institutions to Homes
  10. Chapter 2 GETTING STARTED AND GETTING FINISHED
    1. Good Hardware
    2. Good Software
    3. Your First Look
    4. Good Habits
  11. Chapter 3 POLYGONS: HOW 2D BECOMES 3D
    1. Understanding Polygons
    2. Polygon Meshes
    3. Starting Your Model
    4. Viewing the Object
    5. Editing the Mesh
    6. Extruding
    7. Controlling Edges and Edge Loops
    8. Subdividing and Simplifying
    9. Combining Meshes
    10. Polygon Count
    11. Normals
    12. UV Coordinates
    13. Aesthetics and Compatibility
    14. Valid Geometry
  12. Chapter 4 NURBS: THE SPLINY TRUTH
    1. From Straight to Curvy
    2. Creating and Modifying Curves
    3. NURBS Surfaces
    4. Advantages and Disadvantages of NURBS
  13. Chapter 5 SUBDIVISION SURFACES: THE MARRIAGE OF POLYGONS AND NURBS
    1. Subdividing
    2. Topology
    3. Using Quads
    4. Poles
    5. Edge Loops
    6. Enlightening Disagreement
    7. Modeling with Subdivision Surfaces
    8. Organic Modeling
  14. Chapter 6 DEFORMING: IT’S A GOOD THING
    1. Sculpting and Special Selections
    2. Morph Targets
    3. Lattices and Curves
    4. Controlling the Influence
    5. Specialized Deformers
    6. Soft Bodies
    7. Constraints
    8. Skeletons and Muscles
    9. Rigid Bodies
    10. Order
  15. Chapter 7 RIGGING
    1. Parent and Child
    2. Bones and Joints
    3. Skeletons
    4. Creating a Skeleton Rig
    5. Joint Limiting
    6. Kinematics
    7. Skinning
    8. Rigid Binding
    9. Smooth Binding
    10. Muscles
    11. Other Uses for Joints
    12. Making Your Own Controls
  16. Chapter 8 ANIMATION: IT’S ALIVE!
    1. The Twelve Basic Principles of Animation
    2. Keyframing
    3. Animating with Graphs
    4. Motion Capture
    5. Facial Animation
    6. Automation
    7. Fence-Post Errors
    8. Animation Workflow
  17. Chapter 9 DYNAMICS LET’S GET PHYSICAL
    1. Physics
    2. Collision Detection
    3. Particles
    4. Hair
    5. Fluid Dynamics
    6. Crowds and Populations
    7. Quality
  18. Chapter 10 HOW THE PIXEL GETS ITS COLOR
    1. Shaders
    2. Ray Tracing
    3. Photon Mapping
  19. Chapter 11 MORE THAN JUST COLOR
    1. Working With Shaders
    2. Texture Mapping
    3. UV Mapping
    4. A Few Tips
    5. Painting in 3D
    6. Other Maps
    7. Changing Geometry
    8. Seamless Repeating Patterns
    9. Multiple Maps
    10. Resolution
  20. Chapter 12 LIGHT EFFECTS
    1. Reflection
    2. Refraction
    3. Caustics
    4. Translucency
    5. Shadows
  21. Chapter 13 LIGHTING THE WAY
    1. Light Properties
    2. Types of Light
    3. Objects as Light Sources
  22. Chapter 14 WORKING THE CAMERA
    1. The Virtual Camera
    2. Faking Camera Effects
    3. Matching Virtual Cameras to Real Ones
    4. Cameras and Image Planes
    5. Animating the Camera
    6. Through the Camera’s View
    7. Camera Movements
  23. Chapter 15 ENVIRONMENTS
    1. Terrain
    2. Water
    3. Plants
    4. Sky
    5. Sun
    6. Clouds
    7. Indoors
  24. Chapter 16 RENDERING
    1. Image Size and Aspect
    2. Quality and Optimization
    3. Antialiasing
    4. File Type and Naming
    5. Bucket Rendering
    6. Batch Rendering
    7. Network Rendering
    8. Frame Buffers
    9. Spherical and Panoramic Renders
    10. Stylized Renders
    11. Layers
    12. Postproduction
  25. Chapter 17 PROCEDURES AND GRAPHS
    1. The Graph
    2. Types of Values
    3. Value Ranges
    4. Hierarchy
    5. Types of Nodes and Functions
    6. Combining Nodes
    7. Outputs
    8. Procedural Methods
  26. Chapter 18 SCRIPTING
  27. Chapter 19 WHAT TOOLS TO USE
    1. Full Packages
    2. Smaller Packages
    3. Sculpters
    4. Character Animation
    5. Scenery
    6. Renderers
  28. Chapter 20 MAKING A CAREER OUT OF 3D
    1. The State of the Industry
    2. What Specialization?
    3. College
    4. Self-Study
    5. Communities
    6. Portfolios and Demo Reels
    7. Ways to Attract Attention
  29. EXTRA RESOURCES
    1. Links
    2. Magazines
    3. Books
  30. INDEX