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Sculpting in ZBrush made simple : explore powerful modeling and character creation techniques used for VFX, games, and 3D printing / by Kutschera, Lukas,author.;
Part 1. The Adventure Begins : Sculpting in ZBrush: Chapter 1. Getting Started with ZBrush ; Technical requirements ; Loading models, navigation, and creating your first sculpture ; Exploring and customizing the ZBrush UI ; Understanding ZBrush file types ; Summary ; Further reading -- Chapter 2 Sculpting a Demon Bust with DynaMesh: Technical requirements, Concept sculpting with DynaMesh ; Sculpting a demon bust ; Exploring character art and design principles ; Summary -- Chapter 3. Exploring the Gizmo, PolyGroups, and Masking: Technical requirements ; Managing your 3D model ; Using the Gizmo to move objects ; Understanding PolyGroups ; Using the Selection and Masking tools ; Summary -- Chapter 4. Exploring Brushes and Alphas: Technical requirements ; Learning about brushes ; Learning about Alphas ; Creating our own Alpha for the demon bust ; Summary -- Chapter 5. Creating an Optimized Mesh Using ZRemesher and ZProject: Technical requirements ; Creating new topology with ZRemesher ; Adding subdivision levels and transferring detail using ZProject ; Adding detail to the demon bust ; Summary -- Chapter 6. Texturing Your Sculpture with Materials, Polypaint, and UVs: Technical requirements ; Exploring ZBrush's Materials ; Adding color to your model with Polypaint ; Creating UVs and exporting textures ; Summary. Chapter 7. Lighting and Rendering Your Model: Technical requirements ; Managing lights in ZBrush ; Rendering in ZBrush ; Creating turntable videos ; Summary.Part 2. Creating Characters from Scratch : A Comprehensive Guide: Chapter 8. Sculpting Human Anatomy: Technical requirements ; Preparing anatomy references ; Blocking out the anatomy ; Refining the anatomy ; Finalizing the sculpture's anatomy ; Summary -- Chapter 9. Creating Costumes, Armor, and Accessories with Classic Modeling Techniques: Technical requirements ; Creating simple costume pieces using the ZModeler brush and primitive shapes ; Creating complex costume pieces using DynaMesh, IMM brushes, and kitbashing ; Adding detail to the costume pieces ; Summary -- Chapter 10. Preparing and Exporting Our Model for 3D Printing: Technical requirements ; Creating watertight models and troubleshooting errors ; Merging and cutting your model ; Adding keys, scaling, and exporting your model ; Summary -- Part 3. Sculpting a Female Head : Tips and Techniques: Chapter 11. Sculpting a Female Head: Technical requirements ; Blocking out the head ; Refining the head ; Reviewing tips for sculpting likeness ; Avoiding beginner sculpting mistakes ; Summary -- Chapter 12. Adding Skin Detail, Sculpting Hair, and Using FiberMesh: Technical requirements ; Applying skin detail using NoiseMaker, brushes, and Alphas ; Sculpting hair, eyebrows, and eyelashes with brushes ; Sculpting hair with FiberMesh ; Summary -- Chapter 13. Building a Portfolio and Leveraging Social Media: Picking your subjects ; Presenting your artwork ; Sharing your art on social media ; Summary -- Index -- Other Books You May Enjoy.Embark on a creative journey with ZBrush, the leading software for creating characters, creatures, and props in films, games, and 3D printing. This guide will take you through its powerful yet user-friendly workflows, allowing you to explore its dynamic organic sculpting, painting, and hard-surface modeling tools. The first part of this book is dedicated to helping you become familiar with ZBrush’s user interface and learning the very basics, from sculpting brushes and painting the model with Polypaint to setting up lights and rendering images. You’ll also create a demon bust with the help of ZBrush’s concept sculpting tool, DynaMesh. In the second part, you’ll get to grips with the creation of a humanoid character that is optimized for 3D printing. Focusing on anatomy, poly-modeling, and preparing the model for 3D printing, you’ll acquire the skills essential for sculptors. The final part delves into portrait sculpting, where you’ll learn everything from basic facial anatomy to hair creation with FiberMesh. By the end of this book, you'll have developed the expertise necessary to succeed in the ever-evolving world of 3D character modeling, complemented by portfolio and social media tips for showcasing your standout work"--Amazon.com.
Subjects: ZBrush.; Computer graphics; Computer art;
Available copies: 1 / Total copies: 1
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Python playground : geeky projects for the curious programmer / by Venkitachalam, Mahesh,Author(DLC)n 2014073090;
Put the fun back in Python programming and build your skills as you create 3D simulations and graphics, speech-recognition machine-learning systems, IoT devices, and more. The fully updated 2nd edition is here, now with 5 brand-new projects! Harness the power of Python as you turn code into tangible creations with Python Playground, a collection of 15 inventive projects that will expand your programming horizons, spark your curiosity, and elevate your coding skills. Go beyond the basics as you write programs to generate art and music, simulate real-world phenomena, and interact with hardware, all through the use of Python and common libraries such as numpy, matplotlib, and Pillow. As you work through the book's projects, you will: *Craft intricate Spirograph-like designs with parametric equations and the turtle module *Generate music by synthesizing plucked string sounds *Transform everyday images into ASCII art, photomosaics, and eye-popping autostereograms *Design engaging cellular automata and flocking simulations *Explore the realm of 3D graphics, from basic shape rendering to visualizing MRI scan data *Build a Raspberry Pi-powered laser show that dances along with music New to this edition: We've expanded your playground with five new projects: you'll draw fractals, bring Conway's Game of Life into 3D space, and use a Raspberry Pi and Python to create a musical instrument, an IoT garden monitor, and even a machine learning-driven speech recognition system. Whether you're a seasoned professional or just getting started, you'll find Python Playground to be a great way to learn, experiment with, and master this versatile programming language. Covers Python 3.x.
Subjects: Python (Computer program language); Computer software;
Available copies: 1 / Total copies: 1
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Multimedia demystified / by Dowling, Jennifer Coleman.(CARDINAL)399004;
and Disadvantages of Animation -- 3. Interactive Animation -- 4. Kinds of Animation: Categorizing and Evaluating -- B. Traditional Animation Overview -- 1. Principles of Animation -- C. Concept Development and Storyboarding -- D. Differences Between 2D and 3D Animation -- 1. 2D Computer Animation: Frame-By-Frame and Tweening -- 2. 3D Animation: Modeling, Ray Tracing, and Rendering -- E. Animation Files and Formats -- VI. Audio: Music and Sound Effects -- A. Audio Fundamentals -- 1. Mechanics of Sound -- 2. Analog and Digital Audio -- B. Recording vs. Importing Audio -- 1. Amplitude, Frequency, and Sampling Rates -- C. MIDI and Digital Music -- D. Editing and Manipulating Audio Tracks -- E. Audio File Formats and Compression Schemes -- 1. Audio File Types -- 2. Storage Options -- F. Using Sound in Multimedia Projects -- 1. Web Site Audio -- 2. Mobile Device Audio -- VII. Video: Recording and Manipulating Moving Images -- A. Video Mechanics -- B. Video in Multimedia -- C. Analog and Digital Video -- 1. Composite vs. Component Signals -- 2. Analog-to-Digital Conversion -- 3. Video Resolution -- D. Shooting or Obtaining Video -- 1. Recording Raw Footage -- 2. Capturing Directly from TV -- 3. Importing Video to Computer -- 4. Acquiring Video Clips -- E. Display Standards and Playback Options -- F. Editing and Manipulating Video -- G. Video File Formats and Compression Schemes -- 1. Video File Types -- 2. Storage and Memory -- H. Using Video in Multimedia Projects -- VIII.Authoring for Multimedia Functionality -- A. Programming and Scripting to Create Interactive Environments -- B. Tools for Authoring -- 1. Tool Selection Considerations -- 2. Bandwidth for Web Projects -- C. Web Authoring with HTML -- 1. HTML Tags -- 2. JavaScript Programming -- 3. Web Page Formatting with CSS -- 4. Web Standards and Guidelines -- D. Interactive Design -- 1. Graphical User Interfaces -- 2. Screen Layout and Arrangement of Elements -- PART THREE: Tools For Creating MultimediaProjects: HarMachine generated contents note: PART ONE: Multimedia Overview: What It's All About -- I. Introduction to Multimedia -- A. What is Multimedia? -- B. A Concise History of Multimedia -- 1. Early Multimedia Computing -- 2. Hypermedia and Hypertext -- C. Combining Content from Various Media -- D. Linear vs. Interactive Multimedia -- 1. Linear Multimedia -- 2. Nonlinear Interactive Multimedia -- 3. Kinds of Multimedia -- E. Let's Get Technical -- F. Analog-to-Digital Evolution -- II. The Purpose and Application of Multimedia -- A. Benefits of Interactive Presentations -- 1. Avoiding Potential Pitfalls -- B. Uses of Multimedia -- C. Planning Stages and Development Process -- 1. Roles and Responsibilities of the Multimedia Team2. Information Architecture -- 3. Copyright Issues: Securing Permission for Media UsageD. Tools Required for Creating and Preparing Media E. Making it Functional and Interactive F. Finalizing, Testing, and Delivering Multimedia -- PART TWO: Kinds Of Media: The Essential Components -- III. Graphics and Images -- A. Designing Vector Graphics -- B. Creating Raster Images -- 1. Pixel-Based Displays -- 2. Working with Raster Graphics -- C. Scanning and Resolution -- D. Digital Photography -- E. Clip Art and Stock Images -- F. File Formats for Screen Display -- G. Color Theory: Pigment vs. Pixels -- 1. CMYK and the Subtractive Color Model -- 2. RGB and the Additive Color Model -- 3. Color for Digital Displays -- IV. Text and Typography -- A. Text Defined -- 1. Typing, Texting, and Emailing -- B. Words and Copywriting: How to Write Effective Content -- C. Typography -- 1. Fonts and Styles -- a. Serif vs. Sans Serif -- 2. Typographic Treatment: Designing with Type -- 3. Placement and Arrangement of Type -- D. Preparing Text for the Screen: Amount and Legibility/Readability -- 1. Type Sizes and Styles for the Screen -- 2. Screen vs. Print -- 3. Type on the Web -- V. Animation -- A. Animation in Multimedia -- 1. Functions of Moving Images -- 2. Advantages"This practical guide provides a background on multimedia, and then delves into the elements that make up a successful multimedia project. You'll learn about software and hardware tools, digital photography, sound editing, web authoring with HTML, vector graphics, file formats, computer animation, and much more. Detailed examples and concise explanations make it easy to understand the material, and end-of-chapter quizzes and a final exam help reinforce key concepts"--
Subjects: Multimedia systems.;
Available copies: 1 / Total copies: 1
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Anatomy for fantasy artists : an essential guide to creating action figures and fantastical forms / by Fabry, Glenn,author.(CARDINAL)355047; Cunningham, Michael(Illustrator),author.(CARDINAL)611535; Cormack, Ben,author.(CARDINAL)480953;
An indispensable guide for anyone interested in improving and developing their fantasy art figures. Fantasy artists are unlikely to use models to draw from life but, to be successful, their creations must have a grounding in reality. This book by successful comic and fantasy artist Glenn Fabry, teaches you the principles of anatomy, from musculature and skeletal structure through to movement. You can then develop your artistic style by breaking and bending the rules of anatomy through practical exercises and demonstrations, accompanied by incredible finished artworks. The step-by-step exercises help you to fully understand the subtle movements that combine to create expressions, and the flowing movements that constitute actions. Anatomy for Fantasy Artists trains you in creating professional quality illustrations for comic book art, graphic novels, fantasy posters, sci-fi book covers and illustrations, and even computer games. In this book you will find valuable instruction from experts in the field, expanded from the original edition with additional pages that feature many more how-to, step-by-step illustrations. Instruction starts with the basics of human anatomical drawing and musculature, facial expressions, hands and body language, and then follows with a review of the principles of perspective and composition. Subsequent sections instruct on ways to distort, develop, and transform the human figure, giving it features that range from monstrous or magical to super-agile or larger than life, including dynamic poses for superheroes and villains, as well as fantasy female poses. Detailed artist's references and step-by-step instructions show how to build bodies that truly stretch the imagination. You also learn how to render characters in many different dynamic action poses, such as flying, spinning, punching, and jumping, as well as how to express each character's emotions through facial expressions. The cast of characters includes wizards, ogres, werewolves, winged avengers, goblins, aliens, enchantresses, barbarians, robots and more. Author Glenn Fabry is a successful comic book and fantasy artist who has spent many years working in this field including work for both DC and Marvel Comics. Through his professional experience he has honed his skills, which he generously shares in this book, alongside professional artists Michael Cunningham and Ben Cormack.
Subjects: Instructional and educational works.; Anatomy, Artistic.; Human figure in art.; Fantasy in art.; Figure drawing; Human beings in art.;
Available copies: 2 / Total copies: 2
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