Getting Started in 3D with Maya : (Record no. 117083)
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000 -LEADER | |
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fixed length control field | 07098nam a22004693i 4500 |
001 - CONTROL NUMBER | |
control field | EBC4689435 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | MiAaPQ |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20240729130811.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS | |
fixed length control field | m o d | |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr cnu|||||||| |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 240724s2012 xx o ||||0 eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781136147098 |
Qualifying information | (electronic bk.) |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
Canceled/invalid ISBN | 9780240820422 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (MiAaPQ)EBC4689435 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (Au-PeEL)EBL4689435 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaPaEBR)ebr11280760 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (CaONFJC)MIL361165 |
035 ## - SYSTEM CONTROL NUMBER | |
System control number | (OCoLC)961062214 |
040 ## - CATALOGING SOURCE | |
Original cataloging agency | MiAaPQ |
Language of cataloging | eng |
Description conventions | rda |
-- | pn |
Transcribing agency | MiAaPQ |
Modifying agency | MiAaPQ |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | T385.W385 2012 |
082 0# - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 006.693 |
100 1# - MAIN ENTRY--PERSONAL NAME | |
Personal name | Watkins, Adam. |
245 10 - TITLE STATEMENT | |
Title | Getting Started in 3D with Maya : |
Remainder of title | Create a Project from Start to Finish--Model, Texture, Rig, Animate, and Render in Maya. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Milton : |
Name of producer, publisher, distributor, manufacturer | CRC Press LLC, |
Date of production, publication, distribution, manufacture, or copyright notice | 2012. |
264 #4 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Date of production, publication, distribution, manufacture, or copyright notice | ©2012. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | 1 online resource (436 pages) |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Cover -- Title Page -- Copyright Page -- Table of Contents -- Acknowledgments -- Introduction -- Chapter 1: Animation Workflow -- High-Rez 3D -- Low-Rez 3D -- Workflow -- An Idea, a Sketch, Lots of Research, and New Inspiration -- Research -- Modeling -- UV Layout -- Texture -- Rigging and Skinning -- Animation -- Lighting and Rendering -- Flexibility in the Process -- Conclusion -- Chapter 2: Maya Philosophy -- A Bit of History -- So What Is It? -- What You Need to Run It -- Processor -- Memory -- Video Processor -- Monitor -- Three Button Mouse -- Conclusion -- How Maya "Thinks" -- Interface -- View Panel -- Tool Box -- Tutorial 2.1 Tool Box Exploration -- The Move Tool -- The Rotate Tool -- The Scale Tool -- Power of Maya's Selection System -- Lasso Tool -- Adjusting Selections -- Objects versus Components -- Paint Selection Tool -- Soft Modification Tool -- Universal Manipulator -- Show Manipulator Tool and Last Tool Used -- Keyboard Shortcuts -- Channel Box -- Outliner -- Modes -- Interface Wrap Up -- Projects -- Tutorial 2.2 Setting Projects for "Escaping the Madness" -- Conclusion -- Chapter 3: Architectural Modeling -- The Polygon -- Parts -- Traits of Polygon -- Polycounts -- Modeling Modes -- Escaping the Madness -- Gathering Research -- Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the Madness -- Setting the Project -- Saving a New Scene -- Laying the Foundation -- Roughing Out the Scene -- Scaling and Positioning the Walls with Snapping -- Duplicating -- Boolean -- Component Level Editing -- Extruding Polygons -- Conclusion -- Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness -- Creating an End Table -- Constructing the Frame -- Insert Edge Loop Tool -- Cut Faces Tool -- Bridge -- Bevel -- Conclusion -- Tutorial 3.3 NURBS Modeling in Architecture -- Curves (Splines) -- Surfaces -- Smooth -- NURBS for Trim. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Import -- Conclusion -- Homework -- Chapter 4: Organic Modeling -- Tutorial 4.1 Game Character Modeling -- Some Notes -- Getting Started -- Image Planes and Setting Up to Work -- Display Layers -- Create Polygon Tool -- Merge to Center -- Creating Dynamic Mirrored Geometry -- Sculpt Geometry Tool -- Soft Modification Tool -- Append to Polygon Tool -- Interactive Split Tool -- Mirror Geometry -- Conclusion -- Homework -- Chapter 5: UVs and UV Layout -- UVs -- UV Texture Editor -- Maneuvering with UV Space -- UV Texture Editor Interface -- Selecting Components -- Shells -- UV Maps, Snapshots, and the Purpose for It All -- Projections -- Getting to It -- Tutorial 5.1 UV Layout for Architecture and Level Design -- Dummy Material -- Automatic Mapping -- Planar Mapping -- Sewing and Moving and Sewing UV Edges -- UV Snapshots -- Cut UV Edges -- Saving Out UV Snapshot -- Wrapping Up -- Conclusion -- Tutorial 5.2 Organic Form UV Layouts -- The Head -- Cylindrical Mapping -- Smooth UVs -- Refining the Face Region -- Half the Work, Twice the Results -- Armor Pieces -- The Belt and More Cylindrical Mapping -- Cylindrical Mapping Revisited -- The Boot -- Chests, Backs, and Planar Mapping -- Hands -- Misc. Cleanup -- Mirroring -- Scale and Organize -- Conclusion -- What's Next -- Homework -- Chapter 6: Material Creation and Texture Painting -- Nomenclature -- The Hypershade -- Creating and Applying Materials -- Tutorial 6.1 Game Level and Architectural Texturing -- Walls -- Texture Resources -- Photoshop Preparation -- Trying It On for Size -- Layering Textures -- Ambient Occlusion for Texturing -- Beyond Color -- Bump Mapping -- Conclusion -- Tutorial 6.2 Textures for Organic Forms -- Preparation -- Faux AO -- Textures as Painting Basis -- Implementing into Maya -- Conclusion -- Wrapping Up and Moving On -- Homework -- Chapter 7: Lighting and Rendering. |
505 8# - FORMATTED CONTENTS NOTE | |
Formatted contents note | Maya's Lighting Instruments -- Tutorial 7.1 Lighting Instrument Exploration -- Point Light -- Spot Light -- Directional Light -- Area Lights -- Volume Lights -- Ambient Light -- Tutorial 7.2 -- Mental Ray -- Cycs -- Shader Types -- Preparing for Final Render -- Conclusion -- Tutorial 7.3 Character Lighting -- Scene Setup -- Key Light -- Warm Side Fill Lights -- Cool Side Fill Lights -- Group Adjustments -- Conclusion -- Homework -- Chapter 8: Character Rigging and Skinning -- Deformation Objects and Joints -- Joint Behavior -- Joints as a Deformation Object -- Tutorial 8.1 Joint Chain for the Alien -- Root Joint -- Legs -- IK vs. FK -- Mirror -- Upper Body -- Arms -- Hand -- Orienting Joints -- Foot Roll Rig -- Further Organization -- Tutorial 8.2 Skin Weighting -- Component Editor -- Painting Skin Weights -- Testing -- Mirror Skin Weights -- Conclusion -- Chapter 9: Animation in Maya -- How Does Animation Work? -- Tutorials to Learn Maya's Animation Tools -- Tutorial 9.1: Animating a Bouncing Ball -- The Graph Editor -- Anatomy of a Curve -- Bezier Curves, Anchors, and Handles -- Conclusion -- Tutorial 9.2: Wagging a Tail -- Tutorial 9.3: A Walk Cycle -- Rendering Animations -- Conclusion -- Homework -- Appendix A: Preparing Character Style Sheets -- Appendix B: Creating Seamless Textures -- Index. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | Brisk, manageable and effective instruction on the essentials. With more than 12 years of experience teaching hundreds of 3D animators and artists, Watkins provides perfectly-paced, guided tutorials on creating 3D art with Maya. New artists gain the tools they need to grasp the theory and practice of 3D production. |
588 ## - SOURCE OF DESCRIPTION NOTE | |
Source of description note | Description based on publisher supplied metadata and other sources. |
590 ## - LOCAL NOTE (RLIN) | |
Local note | Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer animation. |
655 #4 - INDEX TERM--GENRE/FORM | |
Genre/form data or focus term | Electronic books. |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Print version: |
Main entry heading | Watkins, Adam |
Title | Getting Started in 3D with Maya |
Place, publisher, and date of publication | Milton : CRC Press LLC,c2012 |
International Standard Book Number | 9780240820422 |
797 2# - LOCAL ADDED ENTRY--CORPORATE NAME (RLIN) | |
Corporate name or jurisdiction name as entry element | ProQuest (Firm) |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=4689435">https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=4689435</a> |
Public note | Click to View |
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