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3D for Graphic Designers.

Helping graphic designers expand their 2D skills into the 3D space The trend in graphic design is towards 3D, with the demand for motion graphics, animation, photorealism, and interactivity rapidly increasing. And with the meteoric rise of iPads, smartphones, and other interactive devices, the desig...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Connell, Ellery
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Hoboken : John Wiley & Sons, 2011.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • ""3D for Graphic Designers""; ""Acknowledgments""; ""About the Author""; ""Contents""; ""Introduction""; ""Chapter 1: Working in 3D""; ""Understanding 3D Space""; ""Exploring a 3D Scene""; ""Navigating the modo User Interface""; ""Maneuvering in 3D Space""; ""Review""; ""Chapter 2: Creating Objects""; ""Handling Objects in modo""; ""Exploring the Work Plane""; ""Creating and Editing Primitives ""; ""Making Selections""; ""Using the Transform Tools""; ""Understanding Action Centers""; ""Using Falloffs""; ""Practice: Modeling a Water Bottle""; ""Review""; ""Chapter 3: Creating Textures""
  • ""Understanding Textures in the Real World""""Creating Textures in 3D""; ""Using Texture Layers""; ""Adding Procedural Textures""; ""Using UV Maps""; ""Creating Image-Based Textures""; ""Using Texture Channels ""; ""Practice: Texturing the Water Bottle""; ""Review""; ""Chapter 4: Lighting""; ""Using Lights in 3D""; ""Creating a Basic Lighting Setup""; ""Setting Up Environments""; ""Rendering Basics""; ""Practice: Lighting the Water Bottle""; ""Review""; ""Chapter 5: Subdivision Surface Modeling""; ""Using Subdivision Surface Modeling""; ""Modeling Organic Objects""
  • ""Modeling Semi-Organic Objects""""Modeling Hard-Surface Objects""; ""Review""; ""Chapter 6: Textures for Visualization""; ""Setting Up a Test Environment""; ""Creating Customized Materials from Presets""; ""Creating Organic UV Maps""; ""Building Materials from Scratch""; ""Review""; ""Chapter 7: Studio Lighting and Rendering""; ""Creating a Studio Environment with Simple Geometry""; ""Setting Up Lighting Based on Geometry""; ""Optimizing Render Settings for Final Output""; ""Using High Dynamic Range (HDR) Environments""; ""Review""; ""Chapter 8: Modeling Architectural Interiors""
  • ""Modeling Basic Architectural Geometry""""Dealing with Complex Sections of Interior Models""; ""Creating Architectural Accents and Embellishments""; ""Review""; ""Chapter 9: Texture and Lighting for Architectural Interiors""; ""Creating Textures for Interior Visualization""; ""Adding Secondary Models""; ""Adjusting Lighting and Render Settings""; ""Review""; ""Chapter 10: Modeling Architectural Exteriors""; ""Setting Up Reference Images and Blocking Geometry""; ""Using Blocked-In Geometry to Create the Finished Structure""; ""Adding Secondary Structures""
  • ""Using Subdivision Surfaces in a Polygonal Model""""Modeling Complex Surfaces with Displacement Maps and Baked Geometry""; ""Review""; ""Chapter 11: Texture and Light for Architectural Exteriors""; ""Creating Textures for Architectural Exteriors""; ""Using Fur and Replicators to Populate the Scene""; ""Designing Lighting Scenarios for Outdoor Scenes""; ""Review""; ""Chapter 12: Improving Final Renders""; ""Mastering the Shader Tree""; ""Using Render Outputs""; ""Sweetening 3D Renders by Using Photoshop""; ""Review""; ""Chapter 13: Animation""; ""Creating Keyframes for Animation""