Ebook from "Design & Graphics" Category

Subcategories

3D Game Textures: Create Professional Game Art Using Photoshop By Luke Ahearn

3D Game Textures

As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you’ll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio.” – Advanced Photoshop

“This book can help anyone become a better texture professional…Ahearn’s book can and help you become a much better artist, even if you never did much texturing before…The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information.” - Apogee Photo Magazine

Book Description

A tutorial for beginning game artists and enthusiasts to learn how to create textures at the professional level. –This text refers to an out of print or unavailable edition of this title.

Request Download


Digital Texturing and Painting

Digital Texturing and Painting

This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes

If you are involved in the world of 3D in any way—or even if you’re simply a student of art and design theory—please take a look at this book. It’s an amazing piece of work, exploring the theory and practice of applying texturing maps and paint effects to models and scenes. Yet somehow that doesn’t do the book justice, possibly because author Owen Demers grounds his discussion in such solid fundamental ground that the book comes off as equal parts museum catalog, art school text, and industry profile. Face it, most 3D students and professionals have limited skill sets in art theory; yet these people are expected to turn out ever-higher quality work to keep up with audience expectations. We’re beyond the days of dancing gasoline pumps… the release of Final Fantasy signals a new benchmark for mass-audience expectations of realistic quality in 3D. Want to know how to do this stuff right? Check out [digital] Texturing & Painting. Each edition of the New Riders [digital] series addresses a distinct discipline: Character Animation; Lighting & Rendering; and now Texturing & Painting (editions on modeling, compositing, and more are in development). What makes Owen Demers such an expert? He’s the guy behind the incredible surface texturing in Bingo, the proof-of-concept digital short made with Alias|Wavefront’s Maya when it first released. I still remember people walking out of the theatre at SIGGRAPH shaking their heads in disbelief after seeing the hair, the pores on the skin of the characters… “How did they DO that?” Owen teaches you what you need to know before you fire up your software

Request Download


Advanced Graphics Programming Using OpenGL

Those notes, transformed into this superb book, have been the quintessential reference for advanced techniques in OpenGL. Every corner of the subject is analyzed, with enough detail for the expert, but also very readable for the novice. Congratulations to David and Tom for providing an excellent OpenGL reference!”
-Dave Shreiner, Silicon Graphics, Inc., co-author of OpenGL Programming

“You may think you know OpenGL. As a software engineer with ten years of OpenGL experience, I thought I did. However, this book quickly convinced me that I was very much mistaken. David Blythe and Tom McReynolds have taught me much that I did not know, and in the process improved my company’s products.

This is a book for computer graphics enthusiasts, both amateur and professional. If you use OpenGL in your work, Advanced Graphics Programming using OpenGL will be your constant companion. Be sure to get your own copy, however – my copy is not leaving my desk under any circumstances!”

Provides graphics programmers with the tools and techniques to solve sophisticated and novel computer graphics programming problems.

Request Download


Secrets of Figure Creation with Poser 5

Each section begins with the theory behind each step, giving an abstracted base knowledge of the task at hand. Practical sections for each chapter are included on the free CD in which the concepts are put to use in examples, code snippets and tutorials, with all the files you need to follow along yourself. The CD is also packed with numerous utility programs for you to use when creating your figures.
(more…)


Understanding Digital Cinema: A Professional Handbook

Understanding Digital Cinema: A Professional Handbook is a comprehensive resource on all aspects of finishing, distributing and displaying film digitally. For technical professionals as well as non-technical decision-makers, the book is a detailed exploration of every component of the process, from mastering to theater management.
(more…)


Focal Digital Imaging A to Z

In this clear, easy-to-use A-Z guide, Adrian Davies explains all the jargon associated with digital imaging. Perfect for both the amateur and professional, you will find a comprehensive range of over 1000 definitions and explanations in this essential handy resource.
(more…)


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.
(more…)


How to Draw Manga: Getting Started

For people who want to start drawing manga, this book gives a good overall picture of what is required. First, one learns what drawing tools are needed, then how to use them, how to draw characters, and fill in the tones. From there, one learns how to make it all look manga-like, and how to handle backgrounds. It’s all here in a this single volume.
(more…)

Incoming search terms:

  • drawing manga freeware
  • ebook How to Draw Manga: Getting Started

In Silico: 3D Animation and Simulation of Cell Biology with Maya and MEL

In Silico introduces Maya programming into one of the most fascinating application areas of 3D graphics: biological visualization. In five building-block tutorials, this book prepares animators to work with visualization problems in cell biology. The book assumes no deep knowledge of cell biology nor 3D graphics programming. An accompanying DVD-ROM includes code derived from the tutorials, the working Maya computer files, and sample animated movies. The interior of the book contains generous Maya screen captures, tables, and flowcharts to compliment the instruction and tutorials.
(more…)


3ds Max 2009 Bible3ds Max 2009 Bible

If you want just one book to be your go-to guide for all things 3ds Max, this is the book. Whether you’re a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it’s all here.

(more…)