Every year video games generate billions of dollars and some of the most dynamic and engaging artwork today. It’s an ever-growing field that holds great professional opportunity, but you need the right skills and savvy if you want to stake your claim. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators—from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy’s Ghost Recon and World of Warcraft; interviews with video game art professionals who’ve worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you’ll need to make these jobs your own. For anyone who wants to go from gamer to game designer, this book contains all the secrets you’ll need to rise to the top of one of the most exciting industries of our time.
Providing a broad coverage this book will be relevant whatever 3D package you use, Softimage XSI, Maya, 3ds max or LightWave. Just knowing and being able to use a specific 3D software package does not make you an animator, but reading this book will!
The Free CD-ROM includes; how to animate exercises in each specific 3d animation program; short movies showing best practice; computer models so you can experiment and learn; a free demo copy and discount code for the best 2D animation software you can buy, DigiCel FlipBook.
www.characteranimationin3d.com, provides further resources about the world of animation, extensive list of links, how to get a job, build a lightbox, make an animated movie and much more!
Published for the first time ever, Drawn to Life is a two volume collection of the legendary lectures from long-time Disney animator Walt Stanchfield. For over twenty years, Walt helped breathe life into the new golden age of animation with these teachings at the Walt Disney Animation Studios and influenced such talented artists as Tim Burton, Brad Bird, Glen Keane, and John Lasseter. These writings represent the quintessential refresher for fine artists and film professionals, and it is a vital tutorial for students who are now poised to be part of another new generation in the art form.
Written by Walt Stanchfield (1919-2000), who began work for the Walt Disney Studios in the 1950s. His work can be seen in films like Sleeping Beauty, The Jungle Book, 101 Dalmatians, and Peter Pan.
Edited by Academy Award®-nominated producer Don Hahn, who has prduced such classic Disney films as Beauty and the Beast and The Lion King.
... The words evoke a tide of images, both bitter and sweet: overalls and organdy, hot green fields, cool brown creeks, Grandma's front porch, lengthy and complicated family connections, Mama's fried chicken and biscuits and Granddaddy's cane syrup, "colored" water fountains and "white" ones, church, chores, Dixie, and hot dark dangerous summer nights.
Today's Southern children get their biscuits as often from Hardee's as from Mama. On Saturday afternoons they're as likely to cool off in the local shopping mall as in a shady spring-fed swimming hole. But Grandma and Grandpa and Uncle Joe and Aunt Elaine loom large in the lives of today's Southern kids, just as they did in those of earlier generations. The hard work many children still do isn't likely to be acknowledged by their elders; "colored" and "white" labels are less blatant, but they still constrict the futures of this generation's Southern children. Crowing Up Southern explores the continuities and the chasms between the lives of Southern children today and in the past.
This second edition has been thoroughly updated. It is the first book to offer in-depth coverage of Processing 2.0 and 3.0, and all examples have been updated for the new syntax. Every chapter has been revised, and new chapters introduce new ways to work with data and geometry. New "synthesis" chapters offer discussion and worked examples of such topics as sketching with code, modularity, and algorithms. New interviews have been added that cover a wider range of projects. "Extension" chapters are now offered online so they can be updated to keep pace with technological developments in such fields as computer vision and electronics.
InterviewsSUE.C, Larry Cuba, Mark Hansen, Lynn Hershman Leeson, Jürg Lehni, LettError, Golan Levin and Zachary Lieberman, Benjamin Maus, Manfred Mohr, Ash Nehru, Josh On, Bob Sabiston, Jennifer Steinkamp, Jared Tarbell, Steph Thirion, Robert Winter
New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end
Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months
Completely updated gallery allows the reader to build on various models
The book is divided into core elements of digital painting providing beginner, improver and advanced techniques to ensure progression and relevance to all skill levels, making it ideal for beginners and essential for more experienced digital painters. This is the ultimate tool to help emerging CG artists get started with digital painting, and help advanced CG artists improve their digital painting techniques.
The Pocket Lawyer for Comic Book Creators is designed to help emerging artists and veteran professionals in the comic book industry build a solid foundation of business and communication practices that they need to thrive in today's ever-changing, uncertain world of indie comics. Readers will learn to protect their copyrights, negotiate publishing deals, hire artists so everyone wins, and learn the ins and outs of key contracts with this helpful resource.
If you’re an animator, illustrator, comic book artist, game artist or anything in between, you need to be able to create images that accurately and realistically show space, dimension and form. Simplifying Perspective is the one and only guide that thoughtfully and clearly breaks down the principles of perspective into something that’s easy to understand and use. With approachable lessons and clear visual step-by-step instruction, Robert Pastrana provides you with powerful techniques that help you turn a troubled drawing into a living, breathing, dimensional scene.
With Simplifying Perspective, you’ll never have to wade through dense, complex technical manuals again – this comprehensive guide to perspective is tailored specifically for artists who need to learn the ins and outs of one, two, and three-point perspective, measuring, shadows, reflections, and more. Simplifying Perspective presents complex drawing concepts in an easy-to-follow, approachable manner so you can finally learn the essentials of perspective without the anticipated frustration.
Provides clarity, depth, and a wealth of examples – this is your must-have guide to understanding and using linear perspective
Detailed visual instruction includes hundreds of color coded, step-by-step diagrams that allow you to easily follow the technical process of each construction
Comprehensive companion website includes additional resources on perspective with a range of work to help further your skills
From menus to modeling, lipsync to lighting, How to Cheat in Maya 2013 covers all of the methods available in the latest version of Maya. Get up to speed quickly and produce stellar results with these insider workflows. With new, updated cheats for the latest version of Maya, "How to Cheat in Maya" is an essential guide for amateur and professional 3D animators alike. Fulyl updated with gold-mine coverage including: expanded sections on production workflow, all new chapters covering rigging cheats and Maya's referencing tools, and brand new project files demonstrating production-proven techniques.
The companion website includes complete scene files for exercises and techniques, extra rigs, Quicktime movies of full projects, and video tutorials.
Enhance a poignant scene by choosing to animate the scenic background in 2D while the main character is brought to life with 3D techniques. Balance the budget demands of a project by choosing to integrate a 2D or 3D asset to save time and expense. Choose which medium Hybrid Animation, learn the systematic development of the 2D and 3D assets and the issues surrounding choices made during the creative process.
Full color illustrations display the scripts and the resulting effects, pickwhip techniques, and sequential animations. Downloadable companion files include Quicktime movies of the demo animations, and AE project files that permit you to examine the Expressions. Extensive notes are provided to aid you in implementing the extensive library of Expressions available for your use on Adobe LiveDocs.
Award-winning animator Tony White brings you the ultimate book for digital animation. Here you will find the classic knowledge of many legendary techniques revealed, paired with information relevant to today's capable, state-of-the-art technologies.
White leaves nothing out. What contemporary digital animators most need to know can be found between this book's covers - from conceptions to creation and through the many stages of the production pipeline to distribution. This book is intended to serve as your one-stop how-to animation guide. Whether you're new to animation or a very experienced digital animator, here you'll find fundamentals, key classical techniques, and professional advice that will strengthen your work and well-roundedness as an animator.
Speaking from experience, White presents time-honored secrets of professional animaton with a warm, masterly, and knowledgeable approach that has evolved from over 30 years as an award-winning animator/director.
The book's enclosed CD-Rom presents classic moments from animation's history through White's personal homage to traditional drawn animation, "Endangered Species." Using movie clips and still images from the film, White shares the 'making of' journal of the film, detailing each step, with scene-by-scene descriptions, technique by technique. Look for the repetitive stress disorder guide on the CD-Rom, called, "Mega-hurts." Watch the many movie clips for insights into the versatility that a traditional, pencil-drawn approach to animaton can offer.
Best of all, it practices what it preaches, using a graphic novel format to demonstrate the professional visual storytelling techniques you need to know.
This book is a collection of tips, tricks and techniques on how to create professional models for advertising on T.V and the web. The author has tons of industry experience using Max toward this end, and he shares the secrets of his trade. As Production Modeler for some of today's hottest studios (including GuerillaFx, Coke Zero, MTV, Old Navy, Nike, Target, HP) Todd Daniele brings real-world experience to the book. Daniele teaches the technical aspects of polymodeling, while showing how to ultimately create content in a dynamic, efficient manner.
Associated web site offers instructional files that show the models in progressive stages of development; plus a supporting internet forum: readers can log-on to this forum to ask questions or comment on anything covered in the book.
Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.
The strength of this book is that it teaches all of the important game modeling elements of 3ds Max: character modeling, environment modeling, mapping. The book covers how to model, texture and animate credible game characters and levels using 3ds max. As readers move from tutorial to tutorial, they will be building their own portfolio of high quality work.
The DVD contains countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months; Features:
-step-by-step project files for each chapter
-all the relevant texture files and source photos used to create the texture maps applied to the 3D projects.
-extras: panoramic skies, small scene objects and a many texture maps and models so that artists can create whole scenes very quickly without starting from scratch each time.
-royalty free stock photos that artists can use in their own texture maps, models and scenes.
The available average good books on AutoCAD are horribly containing 2-3 thousands of pages for main text, with dozens of pages, only for their contents. All these mess is full of unnecessary details of even very simpler commands, which user can easily learn intuitively. Even after the bulk of pages they skip some really useful commands, which could otherwise boost the productivity of end user.
While this reference guide is intended to provide a compact guide of AutoCAD to a wide range of working CAD professionals and students, ranging from engineering streams (architectural, civil, mechanical, electrical, etc.) to non-technical streams. We are relying heavily on the AutoCAD’s user friendly interface while writing the reference guide, as after entering the command alias in AutoCAD, it, itself, tells ‘n asks for minimum ‘n necessary details through command line. So, practically, there is no need of written procedural details.
As this reference guide book is complimentary with the ‘AutoCAD-Advanced’ and ‘AutoCAD-Professional’ courses of ‘4Dimensions’, most commands given in this guide need at least one time lab training on real projects by an experienced tutor/professional. Each command, once mastered, doesn’t need the whole procedure to be remembered exactly (as different versions may have different procedures).
Content Development Team
Explanation of comedic archetypes and devices will both inspire and inform your creative choices
Exploration of various modes of storytelling allows you to give the right context for your story and characters
Tips for creating worlds, scenarios, and casts for your characters to flourish in
Companion website includes example videos and further resources to expand your skillset--check it out at www.comedyforanimators.com!
Jonathan Lyons delivers simple, fun, illustrated lessons that teach readers to apply the principles of history’s greatest physical comedians to their animated characters. This isn’t stand-up comedy—it’s the falling down and jumping around sort!
Of course, this contention could be left well enough alone, and the video game industry would continue to make its yield – (an output that surpassed Hollywood’s gross income many Academy Award ceremonies ago). But should it be left alone, should it even matter who or what is artistic or what is art?
The author addresses the notion with a series of counter-attacks upon the common arguments and usual offenders who deny this status to the world's most lucrative form of entertainment. Addressing each of the typical criticisms of the artistic merit of games, "Are Video Games Art?" is a comprehensive deconstruction of these complaints, and provides sound, down-to-earth arguments for the positive position.
Re-issued with a new Afterword and update by the author: 15 June 2013.
In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow.
Simply a must-have book for anyone working in or wanting to work in the VFX industry.
Getting Started in ZBrushis a gentle introduction to ZBrush, today’s premier digital sculpting program. Beginning with the fundamentals of digital sculpting as well as a thorough introduction to the user interface, Getting Started in ZBrush will have you creating a variety of professional-level 3D models in no-time. More than just another button-pushing manual, this comprehensive guide is packed with start-to-finish projects that ease you into the workflow of the program, while at the same time providing tips and tricks that will allow you to achieve certain tasks much more quickly. After progressing through the tutorials, you will be shown how to customize brushes, materials, scripts, and the interface so that you can utilize these tools to their full advantage.
Special consideration is given to ZBrush’s integration plug-ins with Maya and 3ds Max, allowing you to properly import and export your models in all programs. Texturing, painting, mapping, decimation, baking, and topology are also fully covered so your Zbrush creations can come to life without sacrificing that high-resolution look.
Ease your way into this complex subject with this straight-forward approach to ZBrush
Perfect your technique with step-by-step tutorials that allow you to create high res models from start to finish.
Expand your knowledge by visiting the companion website, which features video demonstrations, project files, texture and model files, scripts, customized menus, brushes, and additional resources.
Producing Animation is your answer. Written by Catherine Winder and Zahra Dowlatabadi and edited by Tracey Miller-Zarneke, Producing Animation is a comprehensive guide to the production industry. Already a relied upon resource by professionals and students alike, this book covers the process from script to screen while defining the role of the producer at each phase. The second edition features new content such as sidebars on key topics from industry experts, discussions on CG, 2D and stereoscopic production processes, and an overview on marketing and distributing your project. The companion website provides access to sample tables, templates and workflow outlines for CG and 2D animation production.
The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled
through techniques such as shader programming, which requires an entirely new thought process of a
programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics - all challenging subjects for developers.
Blender expert and author Roland Hess walks you through the entire process of creating a short animation, from writing to storyboarding and blocking, through character creation, animation and rendering.
This volume, much like the previous volumes is not your standard coffee table book nor is it our usual how-to-book. This book offers inspiration and insight for the advanced amateur and professional CG artists. The Digital Art Masters series has expanded upon the competition's gallery book concept and has added the insight and experiences of professional CG artists worldwide.
Divided into 5 sections, Sci-Fi, Scene, Fantasy, Character and Cartoon, Each featured artist segement will include the thought processes behind creating unique digital images and an artist portfolio for further inspiration. Find your inspiration and discover the tips, tricks and techniques that really work.
* Removing blemishes and distractions
* Creating amazing, natural-looking portraits
* Changing the color of clothing and hair
* Changing the shape of bodies and objects
* Using layers, adjustment layers, and masks
* Replacing skies and backgrounds
* Straightening lines and buildings
* Compositing multiple images together
* Changing facial expressions and poses
* Creating complex selections and masks
* Creating panoramas
* Creating actions to automate tasks
* Choosing the best image formats
* Customizing and configuring Photoshop CC
Tony & Chelsea go beyond teaching you how to use Photoshop; they teach you why and when to use each feature to create stunning, natural images. When Photoshop isn’t the best tool, they suggest other alternatives.
Combining the benefits of video training and book learning, this video book gives you over 10 hours of video and dozens of images to practice with. If you learn better with video, watch the video training and refer to the book for quick reference. For best results, walk through each procedure in the book using the provided sample images. Then, watch the videos to learn more advanced and artistic techniques. If you still have questions, or want peer review, join our Photoshop group on Facebook and get feedback from other Photoshop users.
Tony and Chelsea cover every aspect of Photoshop in-depth, but structure their teaching so that both beginner and advanced photographers can learn as efficiently as possible. If you just want a quick start, you can watch the first video or read the first chapter and you'll know the basics of photo editing in less than an hour. If you want to know more about a specific feature, switch to that video or jump to that chapter in the ebook. If you want to know everything about Photoshop, watch the videos and read the book from start to finish.
This book teaches artists how to use modo to maximize benefits with the shortest learning curve. To not only identify and exploit the power of the modo toolset, but to also show the tremendous advantages of learning and implementing modo to any who could derive a benefit by doing so.
McKay Hawkes will illuminate modo with clear, motivating, entertaining and stylized pages. This book will inspire and intrigue readers with captivating imagery, strong emotional draw, pertinent industry information, real world observations, and valuable tips & tricks.
The companion web site (hosted on Luxology's web site) will include an online tutorial video relating to the creation of the inspiring cover art and all relating support files.
Professional artists from a variety of media offer their experience through additional commentary. These include Marcus Hamilton (Dennis the Menace), Terry Dodson (X-Men), Bobby Rubio (Pixar), Sean "Cheeks" Galloway (Spiderman animated), and more. With a foreword by comicbook artist Adam Hughes, who has produced work for DC, Marvel Comics, Lucasfilm, Warner Bros. Pictures, and other companies.
Author MJ Lallo opened her own studio in 2000. She is a VO artist, director, producer, and casting director, casting from her own VO roster. She teaches VO as well and hires pros in the industry to guest direct. She just cast a video game for DreamWorks and also cast and contributed character reads to a Houghton-Mifflin American history book.
The accompanying CD is professionally recorded, and features:
1. Improvization in character development
2. Examples of how to make an animation demo from beginning to final
3. Adapting your characters to animation scripts
4. Animation Talent Agent interviews
5. Casting Director interviews
6. Interviews with Animation Voice-Over Artists
a. Nancy Cartwright (Bart, The Simpsons)
b. Cathy Cavadini (Blossom, Power Puff Girls)
c. Bill Farmer (Goofy)
With increasingly sophisticated video games being consumed by an enthusiastic and expanding audience, the pressure is on game developers like never before to deliver exciting stories and engaging characters. With Video Game Storytelling, game writer and producer Evan Skolnick provides a comprehensive yet easy-to-follow guide to storytelling basics and how they can be applied at every stage of the development process—by all members of the team. This clear, concise reference pairs relevant examples from top games and other media with a breakdown of the key roles in game development, showing how a team’s shared understanding and application of core storytelling principles can deepen the player experience. Understanding story and why it matters is no longer just for writers or narrative designers. From team leadership to game design and beyond, Skolnick reveals how each member of the development team can do his or her part to help produce gripping, truly memorable narratives that will enhance gameplay and bring today’s savvy gamers back time and time again.
From the Trade Paperback edition.
Featuring more than 100 stunning color illustrations and requiring only a modest background in math, Creating Symmetry begins by addressing the enigma of a simple curve, whose curious symmetry seems unexplained by its formula. Farris describes how complex numbers unlock the mystery, and how they lead to the next steps on an engaging path to constructing waveforms. He explains how to devise waveforms for each of the 17 possible wallpaper types, and then guides you through a host of other fascinating topics in symmetry, such as color-reversing patterns, three-color patterns, polyhedral symmetry, and hyperbolic symmetry. Along the way, Farris demonstrates how to marry waveforms with photographic images to construct beautiful symmetry patterns as he gradually familiarizes you with more advanced mathematics, including group theory, functional analysis, and partial differential equations. As you progress through the book, you'll learn how to create breathtaking art images of your own.
Fun, accessible, and challenging, Creating Symmetry features numerous examples and exercises throughout, as well as engaging discussions of the history behind the mathematics presented in the book.
Before you even begin modeling that first rectangle, you'll need to fully understand which type of model you should be building for LayOut. Don't make the mistake of creating twice the amount of work for yourself because you didn't properly organize your model ahead of time.
I'll teach you how to save time and frustration by organizing your model so YOU are in control of how your model viewports look.
The entire first half of the book is dedicated to preparing your model for LayOut. From organizational workflow, to scenes and styles. I share with you my 5 point method I use to visualize and prepare every scene I create for LayOut.
Not only will you understand exactly what those five points are, you'll learn multiple ways to control them. Using these methods, you will gain complete control over the look of your viewports in LayOut. You will master every aspect of a SketchUp scene and style, to enable you to create impressive presentations and drawings in the least amount of time possible.Is this too advanced for me?
This book is designed for construction professionals who don't have any prior experience in LayOut at all. But it's also structured in a way that lets you look up specific tasks or methods without having to read the book cover to cover. I’ll save you all the time and frustration that I went through when I first learned LayOut by quickly orienting you with the workspace, then jumping right in to creating your own titleblock, inserting SketchUp models, and adding dimensions.
You should have some basic knowledge on how to use SketchUp. But if you're just starting out, you'll have complete access to my entire library of tutorials and videos for free on my website to bring you up to speed quickly.
Every important aspect of LayOut is explained in the book, with step by step instructions for you to follow along. Learn exactly what you need to know and skip over all the little details you don’t need to worry about. The book has been updated for 2014 so you'll even learn about the new Auto-Text tag feature, saving you a ton of time on those redundant text edits.You’ll see REAL examples
The sample projects in the book are real projects, not hypothetical meaningless shapes and boxes, so you can see exactly how to apply the concepts you learn in context with the real world. Plus, the SketchUp and LayOut files are included with each book download so you’ll be able to follow along and discover for yourself how to organize a similar project of your own. The sample projects include a woodworking table project, akitchen project, and a three story house project.
At the same time, each step by step instruction can be read and followed independently from the project. So if you need to go back and reference a certain part of the book to learn how to do something specific, you'll be able to do that too.Advanced Techniques
I’ve consulted with many of the best SketchUp gurus in the world! I’ve hung out with Nick Sonder at the SketchUp basecamp conference. I’ve interviewed Aidan Chopra, SketchUp evangelist and author of “Google SketchUp for Dummies”, Eric Schimelpfenig from SketchThis.net, and Alexander Schreyer, author of “Architectural Design with SketchUp”. I’ve also consulted with Mike Brightman, author of “The SketchUp Workflow for Architecture”, Daniel Tal, author of “Rendering In SketchUp”, and many other great SketchUp experts.
Written with the clarity, humor, and objective scrutiny, Photoshop CS5: The Missing Manual is the friendly, thorough resource you need.
Learn how different pipelines of hybrid animation can be broken down and rethought in different packages. Does the 3D character lead a 2D character? Or, does the 2D character have 3D parts? Perhaps a 3D prop is interacting with a 2D character? All of these hybrid patterns are explored from high end to open source software. By the end of the book you’ll be able to see how to apply these techniques to the software you have now.
Insight and inspiration are at your fingertips with exercises, step-by-step tutorials and featured interviews with Todd Render of Floyd County Productions and Marty Altman, former CGI Technical Director at Walt Disney Feature Animation.
Now with updated software methodologies, new tricks, and expanded sections on Toon Boom Animate Pro, Toon Boom Harmony and more.
Produce high-quality 2D and 3D narratives in a variety of software workflows, including Photoshop, Corel, Flash, After Effects and Maya, Nuke, Houdini, Smoke, and Toon Boom workflows.
Think critically about visual styles, the effects of 2D/3D overlaying and the entire pipeline from start to finish.
Explore additional chapters and over 6 gigs of sample files available in the companion data found at www.hybridanimation.com
Tina O’Hailey is Dean of Digital Media at the Savannah College of Art and Design with locations in: Atlanta, Savannah and Hong Kong. Having worked for Electronic Arts, Walt Disney Feature Animation, she has extensive experience in feature animation and game development. O’Hailey has served as an Artist Development Trainer for Brother Bear (2003), Lilo and Stitch (2003), Mulan (1998) and Prince of Egypt (1998).
The important stuff you need to know:Migrate from iPhoto. Learn how to make a quick and smooth transition.Organize your collection with ease. Master the many ways to import, group, and categorize images—and set up iCloud Family Sharing.Find your photos quickly. Employ Photos’ powerful labeling, keyword and facial recognition features to optimize searches.Sharpen your editing skills. Skillfully use Photos’ impressive image- and video-editing tools on your Mac or iOS device.Access photos anywhere. Sync your library to all of your Apple devices so your photos travel with you wherever you go.Share them online. Show your shots to everyone on your list by using shared albums, creating web galleries, posting them on Facebook, and more.Dive into creative projects. Build pro-level slideshows to share with others, and create gorgeous gift books, calendars, and cards.
Build on your command of the essentials with an introduction to the new layer system as well as these advanced skills:
* Light, texture, and shade with CINEMA's material system, BodyPaint 3D, and the integrated shaders
* Build complex mechanical and organic models using NURBS and polygon tools
* Compose 3D content into photos
* Render with advanced techniques such as Multi Pass rendering, HDRI lighting and radiosity
* Simplify animation setups using XPresso constrains
* Work with specialized tools such as HAIR, Clothilde or SKY for special effects
The companion CD includes all of the required tutorial media, a bonus chapter on character modeling, Macintosh and PC demo versions of CINEMA 4D 10, and a limited edition of the PhotoMatch plug-in that permits you to easily insert 3D objects into photos.
The important stuff you need to know:Get to work right away. Import, organize, and make quick fixes with ease.Retouch any image. Repair and restore old and damaged photos.Add pizzazz. Use dozens of filters, layer styles, and special effects.Share photos. Create online albums, email-ready slideshows, and web-ready files.Find your artistic flair. Use tools to draw, paint, work with blend modes, and more.Use your words. Make text flow along a curved path or around an object or shape.Unleash your creativity. Design photo books, greeting cards, calendars, and collages.Make yourself comfortable. Customize Elements to fit your working style.