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Introducing Character Animation with Blender
Tony Mullen Manufacturer: Sybex ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 0470102608 |
Book Description
Let this in-depth professional book be your guide to Blender, the powerful open-source 3D modeling and animation software that will bring your ideas to life. Using clear step-by-step instruction and pages of real-world examples, expert animator Tony Mullen walks you through the complexities of modeling and animating, with a special focus on characters. From Blender basics to creating facial expressions and emotion to rendering, you’ll jump right into the process and learn valuable techniques that will transform your movies.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Customer Reviews:
Excellent!.......2007-08-25
Great Blender Intro and Character Design.......2007-08-17
Animation Motivated Novices .......2007-08-13
excellent deal.......2007-06-13
Exactly what I needed........2007-06-01
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Digital Character Design and Painting (Graphics Series)
Don Seegmiller Manufacturer: Delmar Thomson Learning ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1584502320 |
Book Description
Digital Character Design and Painting is really two books in one: it teaches the fundamentals of character design, and the skills, tools, and techniques needed to master digital painting. Character design is all about ideas and how to put those ideas together to create a look and feel for a character. It's about creating a character that elicits a specific emotion from viewersfear, joy, anger, sadness, etc. Character design does not have a standard creation process, but there are basic principles that can be followed. Digital Character Design and Painting explores these principles and teaches conventional artists how to enhance their skills to bridge the gap between traditional and digital art. All of the fundamentals of character design, from artistic design issues and character development to physical details of the character are explored.Unlike character design, digital painting is not so much about ideas as it is about the combination of method, technique, and artistic theory. It is about making something that will be viewed in two dimensions imitate three dimensions. Using a variety of practical Painter 7 tutorials, artists learn how to apply traditional painting techniques with digital tools. Details on sketching, color theory, lighting, and texturing are also covered, along with specific techniques for painting trees and foliage, eyes, faces, hair, clothing, and fur.
Using these practical techniques and procedures, artists can learn how to create and beautifully illustrate their own life-like or fantasy characters for games, movies, or other commercial productions.
On the CD!
* Sketches, paper textures, brushes, and texture files to use with the tutorials presented in the book and to customize for your own projects
* QuickTime movies illustrating some of the painting techniques and other clips that support general painting ideas
* Shareware versions of programs available from Mediachance Software and Ransen Software
* Demo version of Painter 7 from Procreate (All of the material in the book Painter 8 compatible.)
SYSTEM REQUIREMENTS:
Windows 98, Windows 2000, Windows NT 4.0, Windows ME, or Windows XP. IBM Compatible PC, Pentium 200 or higher, 64 MB RAM, 24-bit 800 x 600 Display, 2X CD-ROM Drive, Mouse or Tablet. Mac OS 8.6 or higher, Power Macintosh ® G3 or higher, 64MB RAM, 128MB RAM for Mac OS X, 24-bit (800 x 600) color display (1024 x 768 for Mac OS X), Mouse or tablet. Users also need QuickTime 6 to view the movie clips included, and Painter 7 or equivalent program to perform the steps in the tutorials.
Customer Reviews:
left hanging.......2007-02-28
AWESOME BOOK ABOUT CHARACTER DESIGN.......2005-01-19
Inspirational, instructional, just dynamite.......2004-03-04
Open Letter of Appreciation.......2003-09-16
I've long been an admirer of your fantastic creations. You kinda became who I wanted to grow up to be ;-), so when I found you had published a book, I ran to get a copy.
Just wanted to let you know that this is the first of hundreds of art books in my library that is everything I'd hoped, and much more. I've had some
art training (mostly with folks who were better artists than teachers) and have learned a lot from books, as well as lots of drawing and painting on my own. I've participated in numerous exhibitions and group shows. Never have I had the pleasure of "sitting" in the company of such a fine, generous, exacting and specific educator, who is also one of my most admired artists.
The quicktime movies, so unselfishly revealing of your methods and creative processes, would have been worth twice the cost of the book. I'm studying them on a frame-by-frame basis, and gaining so much insight into what was heretofore theory alone. A weekend seminar could easily be developed from any one of these.
So thanks mightily from a very enthusiastic student at a distance.
Regards,
Bob Goldberg
www.bobbogoldberg.com
Art Appreciation for Wannabe Professionals.......2003-08-03
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Digital Character Animation 2, Volume I: Essential Techniques ([digital])
George Maestri Manufacturer: New Riders Press ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1562059300 |
Amazon.com
In 1996, George Maestri wrote what is now the benchmark for computer character animation books, Digital Character Animation. It quickly became a bestseller, because it addressed many important issues for people using computers for character animation.But like many books of its type, it covered an enormous amount of territory without going into the depth that some sections deserved. With the publication of Digital Character Animation 2 Volume 1 - Essential Techniques, Maestri has been able to restructure much of the original content, while going into more detail than the first edition. For example, building skeletons has been broken out into a whole separate chapter, and the chapter on posing characters has almost doubled in length.
The new edition covers modeling, skeletal deformation techniques, and animation timing and lip sync. Luckily, it doesn't neglect the fundamental building blocks of good, basic character animation techniques, to which the book devotes an entire chapter.
Why is something so important not covered until more than halfway through the book? Because the preceding chapters go into detail on building characters (there are whole chapters devoted to building the meshes for bodies, hands, and heads) and constructing the internal skeletons used for deformations. Appropriately, after you've built a character that is ready to be animated, you can then begin practicing the important basics of character animation, as well as walking and locomotion fundamentals (chapter 9) and lip-sync and facial animation (chapter 10).
Because this is Volume I, we can assume that the issues not covered in this edition will be explored in subsequent volumes. Topics like anthropomorphic animation, creating digital sets for your characters, and the basics of making a film--sound design, editing, effects--deserve much more attention than they were given in the first edition.
This book does not get caught up in photo-realistic textures, rendering issues, or software-specific tips and tricks. It is ideally suited for someone striving to learn the craft of character animation using 3D tools, who wants to breathe life into each frame of animation. Digital Character Animation 2 is a promising first volume to what hopefully will be a defining series. --Mike Caputo
Book Description
Grounded in the basics of traditional cell animation, Digital Character Animation 2, Volume I: Essential Techniques provides the necessary information to create convincing computer-generated characters in 3D. This step-by-step, full color guide applies conventional character animation techniques such as walk cycles and lip sync to computer animation, along with tips for giving your characters the illusion of life.Volume I is the first of two volumes and is geared to more entry level animators, teaching the basics. Volume II, soon to be announced, will build on Volume I, covering more advanced concepts and techniques. The cross-platform CD-ROM includes: multiple walk cycles on various 3D programs; lip sync examples; texture maps; and 3D models from REM Infografica.Customer Reviews:
Excellent intro to basic principles of character animation.......2002-11-13
Although simple in its approach, it's basics is rooted deep from a solid understanding of character animation knowledge. and since it is software independant, it will never go out of date.
Fantastic Book filled with good tutorials and examples........2002-07-14
Good starter book.......2002-07-12
Essential reading.......2002-01-20
It is written in a software independent way and adds a lot of pictures. You will need to have a decent understanding of your own software of choice, but that's what manuals are for...
It was my first real course on character modelling and I learned a lot about it. Not for the real pro's but for anyone who likes to get started or get past the intermediate level.
Hands On Practice Book.......2001-12-15
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Digital Character Animation 3 ([digital])
George Maestri Manufacturer: New Riders Press ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 0321376005 |
Book Description
Whether you’re creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life. In this updated classic, both newcomers to digital animation and old hands looking to hone existing skills will find essential techniques for creating lively, professional-quality animation that are applicable to any software application. Combining the fundamentals of modeling, rigging, and animation with advanced-level information on characterization, directing, and production management, author George Maestri has created an essential resource for digital animators.Customer Reviews:
Digital Animation 3 Review.......2007-06-27
All levels of users gain insights.......2006-09-08
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Digital Character Animation 2, Volume II: Advanced Techniques
George Maestri Manufacturer: Waite Group Press ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 0735700443 |
Amazon.com
George Maestri broke new ground with his first book, Digital Character Animation 2: Essential Techniques, which quickly became a fixture on the recommended reading list of just about every contemporary digital animator. It demonstrated solid methods for building characters and preparing them for animation, and touched on animation itself, all the while staying away from hardware and software specifics. Maestri explained the "why" of doing something. It was up to you to know "how."The second volume, Digital Character Animation 2: Advanced Techniques, delves deeper into the art of animation itself without losing its digital perspective and yet while still maintaining some distance from hardware platforms and software applications.
The book cuts right to the chase; there are no chapters on modeling, lighting, or rendering. Every chapter focuses on character motivation, character movement, framing a story, preparing a character for animation, and acting itself. As the animator, you are also an actor, and the more you know about acting, the better you can animate.
As if one section about motion isn't enough, there are separate sections on "human motion," "animal motion," and "anthropomorphic animation," each with some powerful visual examples and demonstrations on ancillary topics such as rigging the underlying skeletal structures and creating morph targets.
This book may not be the massive tome that something like Inside 3ds Max 4 is, but in its 200-plus pages is more information designed to help animators of any level take their careers up one notch. --Mike Caputo
Book Description
As soon as George Maestri's classic (digital) Character Animation was released, people began asking when he was going to do on edition for trully high-end users with the most advanced skill sets. Here it is; George writes directly to CG professionals, with more non-software-specific approaches to character animation.Customer Reviews:
This book doesn't go into anything in depth........2003-09-05
Doesn't go into anything in depth........2003-09-05
Pretty good i liked it.......2002-12-16
Tad Scheeler MyMac.com Book Review.......2002-12-12
Digital Character Animation 2, volume 2: advanced techniques is written from a software-neutral perspective and focuses on fundamental concepts that can be applied in any program. It begins with chapters on real world production and story development from an animator's point of view. The heart of the book contains chapters on rigging characters, tips and tricks, human and animal motion, acting, and anthropomorphic animation (animating the inanimate). It ends with a chapter on animation for games.
George Maestri's credentials are impressive. He has worked on projects for Nickelodeon (Rocko's Modern Life), CBS (The Twisted Tales of Felix the Cat) and was the original animation producer of South Park.
Whether you are a student of animation, a hobbyist or a professional, this book should be in your library right next to Digital Character Animation 2, volume 1: essential techniques. I consider both volumes required reading for any person interested in character animation. My copies are already dog-eared from constant use.
The only negative comments I will make are the lack of an accompanying CD to augment the text and the relatively high price tag for the book. At $50 (US), I would expect a CD, especially with a book on animation. Volume 1 of this series did come with a CD and I found it very helpful in understanding the concepts presented in the text.
MacMice Rating: 4 out of 5
------------------------------------------------------------------------
Tad Scheeler
Some bad information.......2002-08-10
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Digital Character Animation
George Maestri Manufacturer: New Riders Publishing ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 1562055593 |
Amazon.com
This is a beautiful, full-color guide to creating 2-D and 3-D animated characters. Author George Maestri explains the aspects of creating animated figures, discussing anatomy, animated bodies, heads, and hands, poses and locomotion, anthropomorphic and facial animation, digital sets, and film-making. There are countless tips on animation, such as making a head turn and eyes blink, showing realistic laughter, speech, and body language, squashing and stretching characters, working out timing issues, and arranging characters onscreen as effectively as possible. Maestri doesn't emphasize any one software package or platform, though he does assume that you're doing mostly 3-D work. He writes for users of high-end packages such as 3-D Studio MAX and Soft Image, with their support for inverse kinematics and skeletal deformations, as well as for users of lower-end packages such as Strata and RayDream Studio. A hybrid CD-ROM includes models, textures, and animations for the book's projects. Beginners and expert animators can learn a great deal from this impressive book.Customer Reviews:
A Good Introduction.......2004-06-06
I love your book George.......1999-09-10
Excellent!.......1999-05-27
Very fine book, but missing a little bit........1999-04-30
Great Book, if you are a beginner in character animation.......1998-12-06
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The Art of Game Characters
Leo Hartas Manufacturer: Collins Design ProductGroup: Book Binding: Paperback Similar Items:
ASIN: 0060724315 Release Date: 2005-06-14 |
Book Description
Computer and video games are the entertainment media of the 21st century, and game characters like Lara Croft and Mario are now as famous as Mickey Mouse and Homer Simpson. This definitive guide examines the appeal of these iconic characters from the early days of gaming to the present.
A follow-up to the successful Art of Game Worlds, this book examines the remarkable work that goes into the creation of captivating, realistic game characters. Each subsection takes an in-depth look at a specific type of character and uses examples to discuss how that type is used effectively in games. All games enthusiasts, from amateur to expert, will benefit from this comprehensive and beautifully illustrated volume.
Customer Reviews:
A Guided Tour Through Video Game History.......2006-08-17
entrancing images.......2005-08-12
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Technologies for Interactive Digital Storytelling and Entertainment: Second International Conference, TIDSE 2004, Darmstadt, Germany, June 24-26, 2004, Proceedings (Lecture Notes in Computer Science)
Manufacturer: Springer ProductGroup: Book Binding: Paperback ASIN: 3540222839 |
Book Description
This book constitutes the refereed proceedings of the Second International Conference on Technologies for Interactive Digital Storytelling and Entertainment, TIDSE 2004, held in Darmstadt, Germany in June 2004.
The 30 revised full papers presented were carefully reviewed and selected for inclusion in the book; also included are the abstract of a keynote talk and 10 descriptions of demonstrations and interactive exhibitions of computer art. The papers are organized in topical sections on interactive storytelling, virtual humans, authoring, mobility, learning, theory, applications, gaming, and demonstrations and exhibitions.
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Digital Beauties: 2D & 3D Computer Generated Digital Models, Virtual Idols and Characters
Julius Wiedemann Manufacturer: Taschen ProductGroup: Book Binding: Hardcover Similar Items:
ASIN: 3822816280 |
Book Description
WHAT IS SEXY IN CYBER-SPACE? DIGITAL BEAUTIES PRESENTS A VIRTUAL HAREM TO CHOOSE FROMThe first book in TASCHEN's new series on digital culture focuses on the beauty of cutting-edge computer-generated females. Not a technical "how-to," DIGITAL BEAUTIES celebrates the artistic achievements of today's hottest character designers, without using distracting technical jargon.
Here you'll discover an international digital beauty pageant of sexy CGI women in a full range of techniques: Lara Croft-style action adventurers, surreal fantasy Amazons, biker-chicks as gleaming and tough as the hogs they're draped over, wide-eyed rock-and-roll pixies, and more.
Even on the printed page, the three-dimensionality of some of these images is so lifelike it's hard to believe they're 100% computer generated.
Featured in DIGITAL BEAUTIES is the work of over one hundred artists, with biographical and contact information, and most importantly, multiple examples of their astonishing work. Four to six pages are provided for each, and the result is a mouthwatering guide to the ideal woman from cyberspace.
Customer Reviews:
Simply Awful.......2007-07-21
Picture Book.......2005-05-12
Some brilliant work, but mostly disappointing.......2002-10-04
However, I was disappointed to find that most works were created by the consumer-level Poser software, for which pre-made 3D models are readily available and simply need to be "posed"; there is no original creation of 3D models on the artist's part. Moreover, the Poser works in Digital Beauties rudely show the mediocre rendering capabilities of the software - the models are often defined by jagged edges. In short, the best works in the book are those with original modeling and attention to detail, not those primarily intended provide erotic gratification for the viewer.
The book itself was well-conceived and attractively designed. It could be condensed and even more appealing by excluding the less-than-professional artwork.
Pictorial collection of the most beautiful female 3d models........2002-02-04
Digital Beauties.......2002-01-30
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Smart Graphics: 8th International Symposium, SG 2007, Kyoto, Japan, June 25-27, 2007, Proceedings (Lecture Notes in Computer Science)
Manufacturer: Springer ProductGroup: Book Binding: Paperback ASIN: 3540732136 |
Book Description
This book constitutes the refereed proceedings of the 8th International Symposium on Smart Graphics, SG 2007, held in Kyoto, Japan in June 2007 jointly with the Visual Computing / Graphics and CAD symposium, which takes place in Osaka, Japan.
The 15 revised full papers and 13 revised poster papers and demos presented were carefully reviewed and selected from about 80 submissions. The papers are organized in topical sections on interaction, lifelike characters and affective computing, kowledge-based graphics generation and interaction, visualization and graphics algorithms, as well as posters and demos.
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