Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies, practical assignments and industry interviews ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals.
This book is devoted to fill the ‘urban economics niche’ and conceptualize a framework for valuing the urban configuration via local housing market. Advanced network analysis techniques are employed to capture the centrality features hindered in street layout. The author explores the several effects of urban morphology via housing market over two distinct contexts: UK and China. This work will appeal to a wide readership from scholars and practitioner to policy makers within the fields of real estate analysis, urban and regional studies, urban planning, urban design and economic geography.
Using an interdisciplinary approach, the book analyses how living in the city transforms and changes rural migrant households, and explores the social lives and micro economies of migrant neighbourhoods. It goes on to discuss changing housing and social conditions and spatial changes in the urban villages of major Chinese cities, as well as looking into transient urbanism and examining the consequences of redevelopment and upgrading of the ‘villages in the city’; in particular, the planning, regeneration, politics of development, and socio-economic implications of these immense social, economic and physical upheavals.
With zembly you can create mashups and web applications drawing on content from virtually any web site, API call, or data stream. What’s more, zembly makes it as easy to deploy and scale next-generation web applications as it is to build them. Suddenly, the web itself becomes programmable: the browser becomes your development environment, and you can leverage building blocks created by thousands of developers, worldwide.
With extensive contributions from zembly’s creators, Assemble the Social Web with zembly is the first and only official guide to zembly. This book brings together all the knowledge and code you’ll need to build applications for today’s leading Web 2.0 platforms: Facebook, Flickr, Google Maps, iPhone, and more.
The authors begin with a high-level tour of zembly that clearly explains its goals, capabilities, core concepts, and long-term direction. You’ll quickly walk through constructing your first zembly application; then, learn step-by-step how to use zembly with each of today’s most powerful and popular social web platforms.
Understanding the new paradigm of social programming Building Flickr widgets to generate and display web-based slide shows Creating widgets that draw upon Zillow’s enormous real estate database Developing mashups that incorporate maps and geographical data from Google Maps Integrating with Facebook: from the absolute basics through advanced techniques utilizing the Facebook Data Store Model Using Dapper Dapps to create feeds that can capture content from virtually any web site Using zembly to simplify and accelerate iPhone web app development Whether you’re a long-time web professional or a casual developer with a specialized problem to solve, zembly is the tool you’ve been waiting for. One book brings together everything you need to make the most of it: Assemble the Social Web with zembly .
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Come inside Digital Art Wonderland where digital art and art journaling embark together on a luscious visual journey. The daring crew of Angi Sullins and Silas Toball give you a personal tour through a digital art journaling world, showing you how to make your own wonderous creations through instruction, design concepts and lots of inspiration.
In Digital Art Wonderland, you'll find: 8 tutorials with techniques, tricks and trips for the intermediate Adobe Photoshop user to enhance physical art as well as create digital art from scratch. Instructions and ideas to incorporate a variety of typography into your artwork. A guide to using your art in the blogging world, including information about blog set-up, adding personal design touches, blog etiquette and more. Exercises for breaking free of art-making fears and letting your artistic instincts take over.
Let Digital Art Wonderland show you a whole new world of art making.
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.
* 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.
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.
Written with the clarity, humor, and objective scrutiny, Photoshop CS5: The Missing Manual is the friendly, thorough resource you need.