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Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Monday, 31 October 2011

3ds Max Bible 7


3ds Max Bible 7
Wiley Publishing | 1297 pages | ISBN: 0764579711 | 5th edition | PDF | 22.7 Mb RAR | unpack 31.1 mb

This book is now in its fifth edition and, like aged cheddar cheese, is getting better with time. This edition is packed with the maximum number of pages that can be bound into a paperback book, so if you’re planning on taking a book to read on a subway ride, take this book and leave all the others behind. I’d hate to think that I caused some loyal readers back pain. Several changes have been made in this edition. First of all, many of the older tutorials have been retired to make room for the new features. I’ve also included a new Quick Start that takes you through constructing an entire character and using the Character Studio tools. I’ve also made room for an entire part covering Character Studio and several other new chapters covering the new features. To make room for the new Editable Poly features, I’ve taken away a
chapter covering Editable Mesh objects and I’ve split the modifiers into several chapters, making them easier to locate and use.

Sams Teach Yourself DirectX 7 in 24 Hours

Publisher Sams
Author(s) Mark Martin
ISBN 067231634X
Release Date 17 December 1999
From the first hour, Sams Teach Yourself DirectX 7 in 24 Hours has you creating your own DirectX-enabled applications. Author Robert Dunlop guides you through the complicated DirectX APIs, empowering you to create your own DirectX powered applications featuring smooth 3D graphics and sound. In addition to laying the COM-based DirectX foundation, Robert covers animation, DirectSound, DirectMusic, Direct3D, control devices, force feedback controls, and multi-user games. This book is an ideal starting point to hone your DirectX skills quickly and easily.
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Microsoft(R) XNA(TM) Unleashed: Graphics and Game Programming for Xbox 360 and Windows

Publisher Sams
Author(s) Chad Carter
ISBN 0672329646
Release Date 26 July 2007

Chad Carter
Foreword by Tom Miller
Developer, XNA Game Studio Express, Microsoft Corporation
Microsoft XNA Unleashed provides comprehensive coverage and solid instruction on how to leverage the XNA Framework to create high quality games for Windows and the Xbox 360. The author shows you how to take full advantage of the many features the XNA Framework provides; you will learn the intricacies of important tasks such as adding sound and music to games, as well as creating, loading, and texturing 3D objects. In addition to providing coverage of 2D programming, the author shows you how to create sophisticated 3D games. All the important topics such as physics, artificial intelligence, and special effects are covered in detail. Chad Carter is the CTO at Robertson Marketing Group. Many Fortune 500 companies use the ecommerce system he architected and developed from the ground up for the promotional business sector. He has been creating DirectX applications since 1996 and has developed games using Managed DirectX. Chad created a 3D locomotive simulator for Norfolk Southern that is used to teach children to obey railroad crossings signals. Chad’s website devoted to the XNA Framework can be found at www.xnaessentials.com.
 Learn how to install and use XNA Game Studio Express
 Discover how to build, deploy, and debug games for the Xbox 360 and Windows
 Examine the XNA Framework in depth: 2D, 3D, sound, input, and HLSL
 Learn how to create game components and game services
 Delve into performance tuning techniques
 Discover how to extend the Content Pipeline
 Learn how to use the Microsoft Cross-Platform Audio Creation Tool (XACT) to add sound and music to games
 Create a full 2D parallax side-scroller game
 Discover how to use sprite batches
 Learn to make the most of sprite fonts
 Create 2D components such as splash screens and progress bars
 Examine the different sprite batch blending modes
 Discover 2D cel animation
 Examine the High Level Shader Language (HLSL) in detail covering basic HLSL as well as vertex deformations and post-processing effects
 Create a full 3D game that includes a 2D radar in the Heads Up Display (HUD), and much, much more
CD-ROM includes
• All C# examples and source code presented in this book.
• Explosion Generator tool for generating explosion animations.
Introduction 1
Part I Get Up and Running with XNA on Your PC and Xbox 360
1 Introducing XNA and XNA Game Studio Express 7
2 XNA and the Xbox 360 19
3 Performance Considerations 35
Part II Understanding XNA Basics
4 Creating 3D Objects 59
5 Input Devices and Cameras 85
Part III Content Pipeline
6 Loading and Texturing 3D Objects 113
7 Sound and Music 123
8 Extending the Content Pipeline 153
Part IV 2D in XNA
9 2D Basics 171
10 2D Effects 191
11 Creating a 2D Game 217
Part V High Level Shader Language
12 HLSL Basics 255
13 Advanced HLSL 275
Part VI Physics and Artificial Intelligence
14 Physics Basics 289
15 Finite State Machines and Game State Management 307
16 AI Algorithms 337
Part VII 3D Effects
17 Advanced Texturing Techniques 353
18 Special Effects 379
19 Particle System. 397
Part VIII Putting It Into Practice
20 Creating a 3D Game 433
21 Improving the Game 463
22 Finishing Touches 479
Index 501


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3ds max 5 for Dummies

Publisher For Dummies
Author(s) Shamms Mortier
ISBN 0764516760
Release Date 30 November 1999
  • Helps beginning and intermediate users gain the upper hand on the world's bestselling professional 3D graphics software, which is used by an estimated 170,000 animators in film, television, games, and other industries
  • Covers the essentials, such as the 3ds max interface, navigation, and display tools, then moves on to modeling, modifiers, mapping surfaces, rendering, using lighting, and creating 3D animations
  • Clear explanations, example projects, and lots of illustrations help readers get up to speed fast
  • Explores the substantial updates and enhancements to 3ds max
  • Author has written more than twenty computer graphics and animation books
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Realistic Architectural Visualization with 3ds Max and mental ray


Bring new realism to your visualizations with a command of the 3ds Max toolset. Three step-by-step tutorials demonstrate exterior and interior, day and night lighting scenes. You learn the nuts and bolts of importing models from CAD programs, lighting, applying mr shaders and materials, and optimizing your renders. Mental ray is made simple with an accessible description of its tools. * Color reproductions illustrate a wide array of subtle techniques.
* mental ray is made easy with accesible demonstations.
* Companion CD contains all of the project files.
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Rendering with mental ray & 3ds Max

Realize your vision with stunning renders of your 3ds Max projects that can only be achieved with a powerful engine like mental ray. Beginning with a concise review of the essential concepts, you proceed to step-by-step tutorials that teach you how to render scenes with indirect light or with specific effects, such as depth of field and motion blur. Contour line shading and various other mental ray features are presented in detail, then you learn how to use the different light types of 3ds Max inside mental ray and how to use mental rays own specific area lights and its new daylight system. Finally, the book reviews mental rayspecific materials and what effects can be obtained by using most of the specific mental ray shaders.
Key Features:
* Color reproductions illustrate a wide array of subtle techniques.
* Contains never-before-published information about how shaders work
* Companion CD-ROM includes tutorial project files

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Beginning Game Art in 3ds Max 8


Are you an artist ready to try your hand at 3ds Max 8? Beginning Game Art in 3ds Max 8 gives you the skills you need to hit the ground running, covering the basics of this amazing program. It is filled with step-by-step instructions and sample projects from actual games. Fine-tune your new skills as you learn to build objects, environments, and characters. You will also learn the basics of rigging and animating your game characters. Using this book’s hands-on approach, you’ll jump right in and begin creating your own art using the amazing features of 3ds Max 8.

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Flash 3D Cheats Most Wanted

Why is this book called "3D Cheats"? Unlike committed 3D applications (like Maya, 3D Studio Max, Swift 3D), Flash MX doesn’t have an internal 3D engine, and therefore if a designer wants include realistic 3D effects in their Flash designs they must either import from one of these other 3D applications (can be complex, expensive, and time-consuming), or rely on "pseudo-3D" effects – 2D graphics rendered to mimic realistic 3D imagery. This book teaches users how to employ 3D principles without having to learn the official names for everything. Digital 3D is a tricky area – and until the day someone makes 3D TV commercially viable, it’s going to remain a tricky area. What is 3D? Can you genuinely render 3D on a flat screen? Do you have to spend a year’s wages to get a dedicated piece of 3D software? Do you have to conjure up a bunch of complex math techniques to make the grade? Is anyone going to answer these interminable questions? Well, listen: we’re not out to work ourselves into the ground here. We want 3D and we want it fast, and we want to use Flash to get it. In a series of clear and concise demonstrations, this book shows you exactly what can be achieved in Web 3D. Some of the most cunning designers around have put their heads together to present these: the most wanted 3D cheats in Flash.

http://rapidshare.com/files/36054790/1590592212.rar

3ds max 7 Fundamentals

Digital Character Animation 3

Digital Character Animation 3
By George Maestri
...............................................
Publisher: New Riders
Pub Date: April 12, 2006
Print ISBN-10: 0-321-37600-5
Print ISBN-13: 978-0-321-37600-8
Pages: 325
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More 3D Animation


3ds max 7 Fundamentals

3ds max® 7 Fundamentals
By Ted Boardman
...............................................
Publisher: Peachpit Press
Pub Date: March 16, 2005
ISBN: 0-321-32138-3
Pages: 544
Offering character animation functionality previously only available in programs costing two to three times as much, 3ds max 7 is everything you've dreamed of in a 3D modeling program-and more! Here to get you hands-on fast is a project-based guide from one of Discreet's own carefully chosen authorized training specialists, Ted Boardman. Completely updated with brand new tutorials, real-world projects, easy to understand explanations and a CD that includes all the files you need to complete the books many projects, Ted shows you how to maximize the program's potential in virtually any application or industry. You'll quickly learn the basics of modeling, applying materials and maps, applying lighting, and integrating animation before moving on to more advanced topics. You'll also find plenty of coverage of the bells and whistles new to 3ds max 7: Normal Mapping, the Parameter Editor, Paint Selections, as well as the award-winning character animation system, character studio(r).

http://rapidshare.com/files/37529229/3ds_max_7_FundamentalS.rar

3D Max tutorial for creating Ferrari F430

3D Max tutorial for creating Ferrari F430
Tutorials3D: Ferrari F430 | 67 Mb

Modeling
Lesson 1 Preliminaries
• Placing the reference images using the 3dsmax
Lesson 2 Body (I)
• Basic shapes using splines
• Debug splines
Lesson 3 Body (II)
• Surface Modifier
• Move the plsines at the ·D space
Lesson 4 Body (III)
• Editable Polygon conversion
• Symetry modifier
Lesson 5 Body (IV)
• Polygonal modeling. Segmentations and cuts. Working with vertices.
• Objects poperties
Lesson 6 Body (V)
• Mesh smooth modifier
• Polygonal modeling: frontal area details (I)
Lesson 7 Body (VI)
• Polygonal modeling: frontal area details (II)
Lesson 8 Body (VII)
• Polygonal modeling: fontal borders (I)
Lesson 9 Body (VIII)
• Polygonal modeling: fontal borders (II)
Lesson 10 Body (IX)
• Polygonal modeling: fontal borders (III)
Lesson 11 Body (X)
• Elements. Separate the frontal from the main mesh.
Lesson 12 Body (XI)
• Working with Editable Polygon elements
Lesson 13 Body (XII)
• Polygonal modeling: hood and lateral
Lesson 14 Body (XIII)
• Elements. Detaching the hood from the main mesh.
Lesson 15 Body (XIV)
• Elements. Detaching the ópticas.
• Polygonal modeling: Debuging the car’s lateral area.
Lesson 16 Body (XV)
• Modeling the cover.
Lesson 17 Body (XVI)
• Polygonal modeling: adding the lateral details. Air Entrada
Lesson 18 Body (XVII)
• Polygonal modeling: Debugin the air entrada.
Lesson 19 Body (XVIII)
• Detaching the door.
Lesson 20 Body (XIX)
• Modeling the door.
Lesson 21 Body (XX)
• Lateral elements borders.
Lesson 22 Body (XXI)
• Working with vertices: general adjustment to the references.
• Detaching the back window.
Lesson 23 Body (XXII)
• Modeling the top area air entrada.
Lesson 24 Body (XXIII)
• Debugin the top area air entrada.
Lesson 25 Body (XXIV)
• Polygonal modeling: create the back area polygons.
Lesson 26 Body (XXV)
• Segmentatios and cuts. Debug the back area.
Lesson 27 Body (XXVI)
• Modeling the back area (I)
Lesson 28 Body (XXVII)
• Modeling the back area (II)
Lesson 29 Body (XXVIII)
• Modeling the back area (III)
Lesson 30 Body (XXIX)
• Modeling the back area (IV)
Lesson 31 Body (XXX)
• Modeling the back area (V). Boolean operations.
Lesson 32 Body (XXXI)
• Detach the back area in a new element.
Lesson 33 Body (XXXII)
• ópticas holes borders.
Lesson 34 Ruedas (I)
• Modeling the back-side mirror (I)
Lesson 35 Ruedas (II)
• Modeling the back-side mirror (II)
Lesson 36 Accessories (III)
• Modeling the back-side mirror (III)
• Back side Ópticas
Lesson 37 Accessories (IV)
• Box modeling: the windows join.
Lesson 38 Accessories (V)
• Lateral windows.
Lesson 39 Accessories (VI)
• Back glass.
Lesson 40 Accessories (VII)
• Parabrisas
• Composition object FusForma (Shape Merge)
Lesson 41 Accessories (VIII)
• Back Difusor (I)
Lesson 42 Accessories (IX)
• Back Difusor (II)
Lesson 43 Accessories (X)
• Escape tubes modeling.
Lesson 44 Accessories (XI)
• Frontal area accessories.
Lesson 45 Accessories (XII)
• Ópticas
Lesson 46 Accessories (XIII)
• Frontal Ópticas
Lesson 47 Ruedas (I)
• Modeling the rim (I)
Lesson 48 Ruedas (II)
• Modeling the rim (II)
Lesson 49 Ruedas (III)
• Modeling the tire
Lesson 50 Motor
• Low Poly: the motor
Lesson 51 Inside (I)
• Back plane background
Lesson 52 Inside (II)
• Dash panel basic modeling.
Lesson 53 Inside (II)
• Dash panel details.
Lesson 54 Inside (III)
• Detair: air conditioner holes.
Lesson 55 Inside (IV)
• Modeling the central console.
Lesson 56 Inside (V)
• Modeling the volante
Lesson 57 Inside (VI)
• Modeling the door’s internal panels.
Lesson 58 Inside (VII)
• The competition bacquet seats.
Lesson 59 Inside (IX)
• Fianl details. Logos and lateral lights.

http://rapidshare.com/files/65861549/Ferrari_by_the_fox220.rar

Fluid Simulation Techniques: (With GLU3D 3DS MAX)

 Fluid Simulation Techniques: (With GLU3D 3DS MAX)

Fluid Simulation Techniques: (With GLU3D 3DS MAX) | 1.5 Gb

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Beginning Game Programming

Publisher: Course Technology PTR
Language: English
ISBN: 1592005853
Paperback: 360 pages
Data: Oct 2004
Format: PDF
Description: Learn the essential skills needed to demystify game programming and harness the power of Windows? and DirectX?. “Beginning Game Programming” teaches you everything you need to know to write 2D and 3D games with C and DirectX 9 without any complex mathematics. Ease your way into this exciting new world by learning to write simple Windows programs, and then tap into the power of Direct3D! Each chapter teaches important new skills (such as basic 3D programming with vertices, polygons, and textures), culminating in a simple DirectX game library - great for your own game projects! Learn the basics of 3D modeling with the Anim8or modeling program and then learn how to load and use 3D models in your own games. The complete game project in this book runs in fullscreen or windowed mode, and features mouse support, sound effects, 3D models, texture-based sprites, and 3D collision detection. Brace yourself for an exciting introduction to game programming!

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An Essential Introduction to Maya Character Rigging


Discover the concepts and techniques required to rig engaging CG character models with Maya in this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them.
Every technique and tip is backed up with practical tutorials, using the models, student work and tutorial assets on the companion DVD to offer a crash course in this vital skill. With Cheryl Cabrera youll learn about:
Designing your first Biped Character; Creating your first Biped Character - Modeling Basics, Biped Character Facial Expressions, Texturing Basics; Skeleton setup for a Biped Character Joint Placement; Control Rig setup for a Biped Character - IK and FK; Wrapping up the setup; Skinning your Character
* Use simple NURBS and polygon modeling in Maya for greater flexibility in your workflow
* Create control rig setups for a biped character - both IK and FK
* Put your new skills to work with the models and tutorial assets on the free DVD!
http://rapidshare.com/files/88666299/fpaeimcrdvd.rar
http://www.filefactory.com/file/79e685/\

Learning 3ds Max 2008 Foundation


Learning Autodesk® 3ds Max® 2008 | Foundation is your shortcut to learning 3ds Max quickly and effectively. Youll get hands-on experience with the key tools and techniques through easy-to-follow, step-by-step project-based lessons, while learning to model, animate, apply materials and render in both the games & design visualization pipelines. By the end of the book youll have a sense of the entire production process as you work on real-life production examples.
Whether youre a game artist or a graphic artist, Autodesk® 3ds Max® 2008 has the tools you need to succeed.
Game Artists will gain in-depth knowledge of the world-class Biped character animation toolset, unparalleled polygon modeling and texturing workflow.
Design Visualization Specialists such as architects, designers, and graphic artists, will gain the power to visually inform the design process through conceptual exploration, design validation and visual communication.
Bonus features included on DVD:
Link to a 30-day trial of Autodesk® 3ds Max® software
Bonus short films and new software feature demos
Autodesk 3ds Max hotkeys reference guide
Free models from Turbo Squid worth $160
Autodesk® 3ds Max® 2008
* An all-access pass to the production and teaching experience of Autodesks training experts
* Concept-driven lessons, fully illustrated in color, teach you the essentials of using 3ds Max 2008 so you can master the techniques of animation, modeling, materials, lighting and rendering
* DVD includes instructor led videos, support files and movies as well as interviews with contributing artists and FREE models from Turbo Squid worth US $160!
With this official Autodesk training guide, you will also:
Learn about the user interface (UI) and work in 3D space
Learn about animation basics and key frame animation
Character modeling with editable poly
Create rigs with biped
Make morph targets with paint tools
Learn about unwrapping UVs
Learn about motion mixer workflow
Understand & animate cameras
Learn about light types and advanced lighting techniques
Rendering Techniques & Tools (mental ray & Render Effect)
http://rapidshare.com/files/91418976/0240809270.7z
http://www.filefactory.com/file/456a63/
http://mihd.net/irzacn

Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques


Create believable CG character models with this unique book and DVD package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them.
Every technique and tip is backed up with practical tutorials, using the models, textures and video on the companion DVD to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0.
Youll learn: Pipeline and modeling guidelines Overview of Maya Introduction to ZBrush modeling Concept art Anatomy Creating a video game character Creating a hyper-real character Creating a photo-real character UVs and texturing How to create a demo reel
* Master professional techniques and workflow processes with clear, easy to follow tutorials
* Companion DVD contains video tutorials, plug-ins, models and texture maps as well as high quality art from participating artists
* Interviews with professionals connect the concepts to real world workflow and applications
http://www.filefactory.com/file/d3d863/
http://rapidshare.com/files/91273149/FPressCharacterModelingMayaZBrushJan2008.rar

Mental ray for Maya, 3ds Max, and XSI: A 3D Artist’s Guide to Rendering


Turn 3D models into film-worthy digital animations by mastering mental ray rendering once and for all. This must-have guide is the only book on the market to focus exclusively on mental ray in Maya, 3ds Max, and XSI, and it’s packed with techniques and insights you can’t get anywhere else. Best of all, the book’s advanced rendering concepts apply to other rendering software as well, including V-Ray, Brazil, Maxwell and RenderMan. You’ll get a high-level look at techniques that usually take professionals years to figure out.
http://www.filefactory.com/file/d22259/
http://rapidshare.com/files/91668090/S.m.r.f.M.3.M.a.X.F.07.B2L-0470008547.rar

Mental ray for Maya, 3ds Max, and XSI: A 3D Artist’s Guide to Rendering

Mental ray for Maya, 3ds Max, and XSI: A 3D Artist’s Guide to RenderingTurn 3D models into film-worthy digital animations by mastering mental ray rendering once and for all. This must-have guide is the only book on the market to focus exclusively on mental ray in Maya, 3ds Max, and XSI, and it's packed with techniques and insights you can't get anywhere else. Best of all, the book's advanced rendering concepts apply to other rendering software as well, including V-Ray, Brazil, Maxwell and RenderMan.

From scattering light to reducing render artifacts to deciphering rendering and shadow algorithms, you'll get a high-level look at advanced lighting, camera, and workflow techniques that usually take professionals years to figure out. This valuable book also covers the very latest on HDR image editing, viewing, and compositing tools—and features a sixteen-page color insert that showcases final rendered images.
  • Get the fundamentals on light, cameras, and mental ray output
  • Render from the host application or from the stand-alone renderer
  • Explore the full array of mental ray shaders and shader libraries
  • Get exclusive coverage of custom shaders that don't ship with any of the host applications
  • Simulate light bounce with indirect illumination for more realism
  • Apply textures, projections, and light profiles
  • Perform subsurface scattering and Nuke compositing
  • Master the fine points of Final Gather and ambient occlusion
  • Create photo-realistic characters, objects, and landscapes

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Game Console Hacking



This book provides detailed instructions on how to customize and reconfigure consoles to a wide variety of ends--from the cosmetic case modifications to the ambitious porting of Linux to the Nintendo GameCube.

In November of 1977, Atari shipped its first 400,000 Video Computer Systems. Since that time, over 1.2 billion consoles have been sold worldwide, and a large percentage of those are still hanging around as "classic systems". An avid (some would say rabid) community of video game hackers and hardware geeks has developed around a common passion to push their consoles, and the games themselves, beyond the functionality originally intended by the manufacturers.

This book is the first on the market to cover the entire range of consoles produced over the last 25 years (most game hacks and geeks own multiple platforms). It provides detailed instructions on how to customize and reconfigure consoles to a wide variety of ends--from the cosmetic case modifications to the ambitious porting of Linux to the Nintendo GameCube. Platforms covered in this book include Atari, Nintendo, Playstation, Xbox, and Gamepark 32.
http://rapidshare.com/files/93303365/GameConsoleHacking-sLaYeR.rar

super-warez.com

Introducing Maya 2008 - Sybex

Introducing Maya 2008 - Sybex The Academy Award–winning Maya 3D animation and effects software is the top choice for film and video artists, game developers, and 3D design professionals. Learn to build, render, and animate your own digital models and scenes, and begin to develop professional-level Maya skills with Introducing Maya 2008.
This new edition of a perennial bestseller is the ideal initiation to 3D and Maya. Starting with the basics, it builds from the ground up, combining straightforward text with practical examples that make it fun and easy to learn Maya's core tools while introducing the latest Maya 2008 features. Follow clear-cut, step-by-step lessons while you learn by doing using a wealth of hands-on files provided on the CD. You'll also find compelling examples in the full-color insert to inspire you.
The enclosed CD features images, movies, and scene files that let you view material from the book. The support files will enable you to complete all of the tutorials. The CD also includes Maya Personal Learning Edition software.
  • Learn to navigate the Maya 2008 interface
  • Experiment with modeling by creating a hand, a rocket, and a locomotive
  • Explore the basics of NURBS, polygons, and subdivision surfaces
  • Discover the nuances of shading and texturing
  • Rig a locomotive model for automated animation
  • Create more natural lighting with mental ray® Final Gather and Global Illumination
  • Use Maya's Render Layers and an Ambient Occlusion pass for greater reality
Download Here
Password: knowfree.net

Compositing Visual Effects: Essentials for the Aspiring Artist

Put the essential concepts and techniques of digital compositing to work for you without the need of a single mathematicalvocabulary
Beginning with an inspirational tour of the scope and magnitude of digital compositing you get a solid overview of the kinds of digital effects routinely executed today. See how CGI (Computerapplicationsprimeranimation
Learn what is easy and hard, possible and impossible, and what to expect when working on a job that entails digital compositing. There are tips on when not to use the new low-end DV video cameras
* An accessible introduction to a complex subject for novice compositors
* Full color presentation
* An experienced book author and understanding of the full range of visual effects, in which digital compositing plays a key role. equation. Compositing Visual Effects is lavishly illustrated with hundreds of film shots, figures, illustrations and diagrams to help the visual reader gain a valuable , creating masks, working with digital keyers, and many more; but most importantly, the art of digital compositingmaking your shots look not just photorealistic, but cool. on digital images, key concepts, and terms used in the compositing process. The subsequent chapters dig down into each of the major digital compositing applications, introducing the fundamental concepts and processes behind them. This includes the many ways to composite CGI, bluescreen compositing, of digital compositing, which include bluescreen compositing, bullet time shots, motion tracking, and rotoscoping, and you get a Generated Image) is composited with live action, how set extensions are done, and what a match-move shot is. Following that, you learn each of the key and tips for the client, such as guidelines on how to shoot a quality bluescreen or greenscreen to get the best results at compositing time. All the while, special attention is paid to defining new terminology and telling a clear story from the ground up, with the only requirement being that you have read the previous chapters. illustrating the art and techniques of the practice of 20 years compositing experience; with 60 feature film credits including Vanilla Sky, X-Men 2, Swept Away, and Solaris

http://rapidshare.com/files/94988466/FP.rar
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