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ZBrush studio projects : realistic game characters /

"Tips and techniques for bringing reality and creativity to your game characters and art As video games evolve, the bar moves ever higher for realism, one of the most challenging artistic frontiers is creating realistic human characters. In ZBrush Studio Projects: Realistic Game Characters, ZBr...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Kingslien, Ryan, 1973-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, Ind. : Wiley Pub., ©2011.
Colección:Serious skills.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Kingslien, Ryan,  |d 1973- 
245 1 0 |a ZBrush studio projects :  |b realistic game characters /  |c Ryan Kingslien. 
246 3 0 |a Realistic game characters 
260 |a Indianapolis, Ind. :  |b Wiley Pub.,  |c ©2011. 
300 |a 1 online resource (xviii, 299 pages) :  |b illustrations 
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500 |a Includes index. 
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520 |a "Tips and techniques for bringing reality and creativity to your game characters and art As video games evolve, the bar moves ever higher for realism, one of the most challenging artistic frontiers is creating realistic human characters. In ZBrush Studio Projects: Realistic Game Characters, ZBrush expert Ryan Kingslien zeroes in on specific areas of concern for game creation: human body style, faces, skin texturing, clothing, shoes, weaponry, and putting your character into a game environment. Throughout the book Ryan offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativity to their game characters and art. Projects start from the beginning, just as they do in the studio, with the author to guide you step by step through attributes and tools. Projects encompass multiple disciplines to obtain finished, professional results. Although some step by step explanations are given, projects serve more as a guide for readers to complete their own version of the project. Each project comes with support files to validate results Covers one of the most unique challenges for game artists -- sculpting realistic and moveable human characters for a game environment Brings you up to speed on ZBrush, the top digital sculpting tool used to create characters and props in such games as Rock Band and World of Warcraft Covers body style, faces, skin texturing, clothing, shoes, weaponry, and how to put your character into a game environment Provides in-depth techniques and tips for everyone from aspiring digital sculptors to high-level professional ZBrush artists Includes a DVD with supporting files from the projects in the book, as well as videos that illustrate concepts Build the next game-winning action character with ZBrush and this professional guide!"--Provided by publisher. 
505 0 |a ZBrush Studio Projects; Acknowledgments; About the Author; Contents; Introduction; Who Should Buy This Book; What You Need; What's Inside; Companion DVD; How to Contact the Author; Chapter 1: Sculpting Tools and Workflow; The Problem of Sculpting; Our Sculpting Toolkit; Unpacking Our Toolkit; The Road Ahead; Chapter 2: Sculpting the Body; Proportions; Project 1: Modeling Base Mesh in Maya; Project 2: Bony Landmarks; Project 3: Volume and Massing; Project 4: Painting in the Anatomy; Project 5: Filling in the Anatomy; Chapter 3: The Head and the Face; Proportions 
505 8 |a Project: Establishing the FoundationProject: Establishing the Eye; Project: Establishing the Nose; Project: Establishing the Mouth; Project: Creating New Topology; Summary; Chapter 4: Texturing the Head; Project: Texture Painting by Hand; Project: Texture Painting Approach #2 ZAppLink; Summary; Chapter 5: Suiting Up with Clothes; Creating a Jacket; Summary; Chapter 6: Building Weapons; The Anatomy of the Weapon; Anatomy of the Holster; Texturing; Summary; Chapter 7: Getting It Into the Game; The Topology Spectrum; Project: Topology -- Removing Interior Polygons 
505 8 |a Project: Topology -- Combining PartsProject: Adding the Holster; Project: Topology -- Decimation Master & Polypainting; Project: In-Game Hair; Project: Create UVs using UV Master; Project: UVs, Topology, and the Platform; Project: Creating Maps; Project: Setting Up Model in Maya; Assessing Your Topology; Project: Importing Jacket's Reflowed Topology; Project: Getting Model into Marmoset; Summary; Chapter 8: Posing and Rendering in ZBrush; Project: Finding the Pose with Mannequins; Project: Establishing the Pose for the Body; Project: Posing Multiple Objects; Project: Creating the Base 
505 8 |a Project: Damaging the BaseProject: Shadows and Ambient Occlusion; Project: Using Render Passes; Project: Plastic Maquette Material; Project: Adding Some SSS; Project: Timeline Turntable; Project: XPose; Project: Exporting a Movie; Summary; Appendix: About the Companion DVD; What You'll Find on the DVD; System Requirements; Using the DVD; Troubleshooting; Customer Care; Index 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
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630 0 7 |a ZBrush  |2 fast 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional display systems. 
650 0 |a Video games  |x Design. 
650 0 |a Video game characters. 
650 6 |a Infographie. 
650 6 |a Affichage tridimensionnel. 
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