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OverviewThis is a beginner’s guide to learning and implementing the essential aspects of modeling organic objects and using an organic workflow to model anything. This book gives an aspiring modeler all the tools that they need to know in order to begin creating great models that are efficient and laid out properly for rigging and texturing. The reader will be taken through all the primary techniques and methodologies for making “liveable” creatures for video, film, or games. The reader will also learn the basic physical structure that designates something as organic vs artificial, and how these varying structures can be tackled from a modeling perspective.through a practical, hands-on approach. Features Designed to approach organic modeling in a software-independent manner. Builds fundamental knowledge of 3D digital art from the ground up. Each lesson builds on the previous lesson. Has industry standard knowledge, based on simplicity and efficiency that will work for either production rendering or game development. Defines what organic modeling is and how it works, and why each technique was developed and implemented as it currently stands. Full Product DetailsAuthor: Nicholas B. Zeman (Northern Kentucky University, Highland Heights, USA)Publisher: Taylor & Francis Inc Imprint: Productivity Press Weight: 0.453kg ISBN: 9781498754491ISBN 10: 149875449 Pages: 316 Publication Date: 07 December 2017 Audience: General/trade , College/higher education , General , Tertiary & Higher Education Format: Paperback Publisher's Status: Active Availability: In Print ![]() This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsReviewsAuthor InformationProfessor Zeman is a 16 year veteran of the game industry, first getting a job at Red Zone Interactive in 1998, which was purchased by SCEA shortly after, where he worked on several top-selling NFL titles pioneering rigging methods and facial animation in real-time environments. His next career move took him to TakeTwo Interactive where he continued his work as a character rigger and face animation specialist until he left the industry to teach full time at Northern Kentucky University and pass on his knowledge by building a curriculum for aspiring game developers everywhere. He continues to develop interactive titles and push forward creatively through his indie studio at RHZ Development. Tab Content 6Author Website:Countries AvailableAll regions |