CGI Production for Video, Film, and Games is written for filmmakers, game developers, multimedia producers, and students interested in mastering the techniques of computer animation production from inspiration to final distribution. Following the steps of an actual broadcast quality CGI production, the book takes the reader through the entire process of creating their own animated production. Using popular, off-the-shelf 3D tools and techniques from Maya 3ds max, and LightWave, readers learn about story writing, scripting, budgeting and project management, character design, sound design, distribution, and tips on porting the production assets to a game system. In addition, it covers cutting-edge technologies related to digital editing and composting effects, and helps prepare readers to work effectively in the field. This is the one book aspiring and independent filmmakers and game developers need to master animated production.
CGI Production for Video, Film, and Games is written for filmmakers, game developers, multimedia producers, and students interested in mastering the techniques of computer animation production from inspiration to final distribution. Following the steps of an actual broadcast quality CGI production, the book takes the reader through the entire process of creating their own animated production. Using popular, off-the-shelf 3D tools and techniques from Maya 3ds max, and LightWave, readers learn about story writing, scripting, budgeting and project management, character design, sound design, distribution, and tips on porting the production assets to a game system. In addition, it covers cutting-edge technologies related to digital editing and composting effects, and helps prepare readers to work effectively in the field. This is the one book aspiring and independent filmmakers and game developers need to master animated production.
Sprache
Verlagsort
Verlagsgruppe
Maße
ISBN-13
978-1-58450-386-6 (9781584503866)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Klassifikation
Chris Kientz (Las Cruces, NM) holds a BA in Mass Communication/Journalism from the University of New Mexico. He has written technical manuals as well as numerous articles for magazines and technical journals, including Ones and Zeros, ITEA and National Defense Magazine. He has also written a number of screenplays and teleplays currently options or in production. Colin Curwen (Calgary, Canada) is an Internet technology and services industry veteran, who has served in key leadership roles in market-leading companies like FutureLink Corp., the recognized founder of the ASP industry, and cMeRun, the Internet Computing Company, before joining New Machine Studios. He completed his classical animation training at Applied Multimedia in Calhgary, Alberta and CGI character animation in Maya at Mesmer in Seattle, WA. He's also produced a number of CGI series for television.
Chris Kientz (Las Cruces, NM) holds a BA in Mass Communication/Journalism from the University of New Mexico. He has written technical manuals as well as numerous articles for magazines and technical journals, including Ones and Zeros, ITEA and National Defense Magazine. He has also written a number of screenplays and teleplays currently options or in production. Colin Curwen (Calgary, Canada) is an Internet technology and services industry veteran, who has served in key leadership roles in market-leading companies like FutureLink Corp., the recognized founder of the ASP industry, and cMeRun, the Internet Computing Company, before joining New Machine Studios. He completed his classical animation training at Applied Multimedia in Calhgary, Alberta and CGI character animation in Maya at Mesmer in Seattle, WA. He's also produced a number of CGI series for television.
Chapter 1: Ramping UP - Where to look for Inspiration and How to Ramp Up Your Skills; Chapter 2: Scripts - Useful Software; Chapter 3: Design - Sculpting Maquettes; Chapter 4: Creating a Pitch Package; Chapter 5: Budgeting for a Self-Financed Production; Chapter 6: Where does the Money Come From; Chapter 7: Project Management - Software; Chapter 8: Redefining your Production Based on Finance Available; Chapter 9: What Should a Storyboard Communicate; Chapter 10: Modeling; Chapter 11: Rigging; Chapter 12: Get that Actor; Chapter 13: Recording Audio; Chapter 14: Visualize it; Chapter 15: Pitch It Again; Chapter 16: Staying on Course; Chapter 17: Animation; Chapter 18: Texture; Chapter 19: Lighting; Chapter 20: Effects; Chapter 21: Soundtrack; Chapter 22: Rendering; Chapter 23: Compositing; Chapter 24: Defining the Game; Chapter 25: Wrapping It Up; Chapter 26: Afterward; Appendix A: About the DVD-ROM; Index