In this unique full-color book, a cadre of professionals led by Maya expert and best-selling author, John Kundert-Gibbs, team up to share what they've learned using Maya in the CG trenches.
Contributing authors include veterans of such high-profiles projects as The Lord of the Rings trilogy, Final Fantasy: The Spirits Within, Star Wars: Episode I, The Perfect Storm, as well as animations featured at SIGGRAPH.
Whether you're new to the field or already have solid 3D experience, Maya: Secrets of the Pros offers insights and step-by-step instructions designed to help you build and sharpen a range of critical skills, including:
* Preparation techniques for modeling and animation
* Improving motion capture and lip synching
* Creating crowd scenes from a small number of base models
* Controlling dynamics in plot-driven sequences
* Developing massively complex particle systems for film effects, such as those in The Perfect Storm
* Modeling subdivision surfaces
* Creating a GUI animation set-up for animators
* Using effective natural lighting
* Writing software for a multi-platform renderfarm
Auflage
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Illustrationen
Maße
Höhe: 25.5 cm
Breite: 20.5 cm
Gewicht
ISBN-13
978-0-7821-4055-2 (9780782140552)
Schweitzer Klassifikation
John Kundert-Gibbs is director of the Master of Fine Arts in Computing program at Clemson University. Author of a number of publications on Maya, computer graphics, and dramatic literature, he directs students in producing animated shorts, creates effects for live action projects, and designs electronic media for theatrical productions. The book's contributing authors have a wide variety of experience producing animated shorts and features.
Part One: Beginnings: Modeling. One: Accelerating the Preproduction Process. Two: Modeling a SubDivision Surface Horse. Three: Organix odeling by Procedural Means. Part Two: Putting Things in Motion: Animation. Four: Animation and Motion Capture--Working Together. Five: Lip--Synching Real--World Projects. Part Three: The Numbers Game: Dealing with Complex Systems. Six: Creating Crowd Scenes from a Small Number of Base Models. Seven: Taming Chaos: Controlling Dynamics for Use in Plot--Driven Sequences. Eight: Complex Particle Systems. Nine: Creating a Graphic User Interface. Part Four: Endings: Surfacing and Rendering. Ten: Effective Natural Lighting. Eleven: Distributed Rendering. Index.