Game Character Development with Maya (Anglais) Broché – 22 novembre 2004
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Description du produit
Présentation de l'éditeur
If you thought Angelina Jolie was responsible for Lara Croft's curves, think again! Long before the Hollywood actress brought the Tomb Raider heroine to life, Alias' 3D modeling software Maya was used to create the lovely Lara; Ms. Jolie simply filled in her curves! When you're ready to start creating equally compelling characters of your own, you need this comprehensive volume! In these pages, gaming-industry veteran Antony Ward uses a combination of informative narrative, hands-on tutorials, and a slew of illustrations and screen shots to show you how to use Maya to address the most complex element of game creation-developing great characters! As you follow along, Antony uses the development of two diverse characters-a female figure and a fantastical character with outrageous proportions, wings, and a demon-like face-to demonstrate the techniques involved in modeling detailing, optimizing, texturing, rigging, binding, and animating characters with Maya. The companion CD includes lesson files, scripts, an automatic rigging tool, demo software, and more!
Biographie de l'auteur
Antony Ward has worked in the games industry for almost 12 years, for Infogrames/Atari and Electronic Arts as well as some smaller, more independent companies. Antony began his career as an artist working on 2D titles, but has grown over the years to become a lead artist, lead animator, and lead technical artist.
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Meilleurs commentaires des clients
Un problème s'est produit lors du filtrage des commentaires. Veuillez réessayer ultérieurement.
Je dispose aussi 2 autres ouvrages (dont la vocation est similaire): "The Game Artist's Guide to Maya" et "Learning Maya6 Modeling".Hélas,je n'arrive pas à suivre avec ces 2 derniers pour manque d'explications et d'illustrations.....
Commentaires client les plus utiles sur Amazon.com
While this book does focus on the gaming side of modeling, you may want to keep in mind, it is actually rather easy to convert your low-res game models to hi-res movie quality models within Maya or even with the help of Zbrush, etc. I have ZBrush; however I think that program is a monumental pain in the ass on my first few forays into it and I admit I'm pushing that aside until later. Maya is a dream to work with; this book actually includes a learning edition of Maya for those eager to learn but are unable to foot the bill on Maya's steep price tag atm.
The author makes it very clear that he is teaching you HIS methods and that are many, many ways to work around a model. You'd do best to take the basics that you learn from any source and compare this to professional animators' sites and videos to find a method that suits you, or eventually adopt your own method. Please remember that learning Maya can be downright frustrating but it's really exhilarating when you persevere!
In this sense, I find this book very valuable. My school actually screwed up and sent me a Mastering Maya 2010 book and I took one flip through, screeched, and had to try very hard not to fling it against the wall. This book, however, has made me feel very comfortable. This focuses more on what you are doing to meet an end, not playing with your mind and shoving lingo down your throat. I can't wait to walk through every detail...
Designing game characters has always been a weak point of mine. I have always wanted to learn how to create organic models that look good, and still manage to keep the geometry to a minimum.
Although Mr. Ward covers modeling two characters in this book, you'll find that the principles you learn here can be applied to a number of different projects. I enjoyed the book and doing the projects, and managed to produce several models that I was quite pleased with afterwards.
The book shed light on many tools I was familiar with but had always been using inefficiently. I was quite pleased with the workflow of the book, and have already recommended the book to others.
I would like to thank Mr. Ward for writing such an interesting book, and sharing his knowledge with the community. I'd recommend this book to anyone who is comfortable working in Maya, and is ready to learn how to improve their modeling skills.
Its refreshing to see that someone wasnt limited by a publisher to keep the book size down, and he obviously was able to take his time really illusrating every step.
Its a great book.