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Computer Graphics for Artists II : Environments and Characters / by Andrew Paquette.

Por: Colaborador(es): Tipo de material: TextoTextoEditor: London : Springer London, 2009Descripción: xIx, 343 páginas recurso en líneaTipo de contenido:
  • texto
Tipo de medio:
  • computadora
Tipo de portador:
  • recurso en línea
ISBN:
  • 9781848824706
Formatos físicos adicionales: Edición impresa:: Sin títuloClasificación LoC:
  • T385
Recursos en línea:
Contenidos:
3D3/Environments -- Real-World Terrain -- CG Terrain -- Plant Life -- Civil Engineering -- Architecture -- Texturing -- Lighting -- Project, Grading, and Conclusion -- 3D4/Anatomy for Characters -- Anatomy -- The Skeleton/Axial -- Appendicular Skeleton -- Musculature -- Musculature (Continued) -- Joints -- CG Anatomy -- Projects and Conclusion.
Resumen: In this, the companion volume to Computer Graphics for Artists: an Introduction, specific problems related to the creation of Computer Graphic environments and characters are explored. For the Computer Graphic artist, knowledge of tools is important, but what is even more important, and the subject of this book, is understanding problems and solutions encountered by artists who create environments and characters. This book is application-independent, but builds on information published in the previous volume by focusing instead on subject-specific methods for improving the quality of observation, craftsmanship, optimization, and application. In the character section, extensive anatomical data is provided as a generic basis for character building.
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Springer eBooks

3D3/Environments -- Real-World Terrain -- CG Terrain -- Plant Life -- Civil Engineering -- Architecture -- Texturing -- Lighting -- Project, Grading, and Conclusion -- 3D4/Anatomy for Characters -- Anatomy -- The Skeleton/Axial -- Appendicular Skeleton -- Musculature -- Musculature (Continued) -- Joints -- CG Anatomy -- Projects and Conclusion.

In this, the companion volume to Computer Graphics for Artists: an Introduction, specific problems related to the creation of Computer Graphic environments and characters are explored. For the Computer Graphic artist, knowledge of tools is important, but what is even more important, and the subject of this book, is understanding problems and solutions encountered by artists who create environments and characters. This book is application-independent, but builds on information published in the previous volume by focusing instead on subject-specific methods for improving the quality of observation, craftsmanship, optimization, and application. In the character section, extensive anatomical data is provided as a generic basis for character building.

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