Digital Character Development
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Digital Character Development
Author | : Rob O'Neill |
Publsiher | : CRC Press |
Total Pages | : 332 |
Release | : 2015-10-07 |
Genre | : Computers |
ISBN | : 9781482250787 |
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Digital characters are a driving force in the entertainment industry today. Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for
Digital Character Development
Author | : Rob O'Neill |
Publsiher | : CRC Press |
Total Pages | : 0 |
Release | : 2008-10-20 |
Genre | : Art |
ISBN | : 0123725615 |
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Digital character development consumes a large percentage of the development time of every animated film or video, and is widely viewed as the next major area of advance in computer games. This field now spans the areas of cognition, anatomy, animation, computer graphics, theater, and psychology. While advanced techniques are reported in scholarly journals and academic dissertations, only those that find an implementation in off-the-shelf software (such as Maya) are covered in books. Digital Character Development: Theory and Practice covers the foundational algorithms and research that go into the development of virtual characters. The author, a faculty member of the Pratt Institute and Parsons School of Design, as well as studio technical director of Eyebeam Art and Technology Center in New York, was technical director at PDI/Dreamworks on Shrek 2 and Madagascar and is an independent filmmaker and artist. His new textbook guides both students and professionals who need a thorough understanding of character development in order to make decisions about the creation of their own characters. This text bridges the gap between algorithm and software-agnostic applications. The book will include exercises. The manuscript will be class tested at Pratt Institute, Parsons School of Design, and others.
Digital Character Development
Author | : Robert O'Neill |
Publsiher | : A K Peters/CRC Press |
Total Pages | : 326 |
Release | : 2015-09-22 |
Genre | : Computers |
ISBN | : 1482250772 |
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This book provides insight from a real production environment and the requirements such an environment imposes. It covers the theory and practice behind the development of digital characters for film and games using rigging concepts, algorithms, and techniques via software-agnostic descriptions that apply to any animation application. The book presents the anatomical considerations for rigging a character alongside the expectations of an animator, a road map for character development is carefully laid out through rich illustrations and visual code examples.
Digital Character Development
Author | : Rob O'Neill (Prof.) |
Publsiher | : Unknown |
Total Pages | : 316 |
Release | : 2008 |
Genre | : Computer Animation |
ISBN | : OCLC:1280735582 |
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3D Character Development Workshop
Author | : Erik Van Horn |
Publsiher | : Mercury Learning and Information |
Total Pages | : 234 |
Release | : 2018-03-06 |
Genre | : Computers |
ISBN | : 9781683921714 |
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3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating. This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters. Features: • Uses a holistic, end-to-end process that empowers the reader with an understanding of the entirety of the character development pipeline--from concept to completion • Includes a fast-tracked learning by example method. Short, iterative lessons create familiarity of best practices through rote exercise • Contains full color photos (throughout) and downloadable examples/starter files that allow out-of-sequence or selective learning
Digital Character Animation 3
Author | : George Maestri |
Publsiher | : New Riders |
Total Pages | : 321 |
Release | : 2006-04-12 |
Genre | : Computers |
ISBN | : 9780132798198 |
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Whether you’re creating animation for television, advertising, games, or multimedia, [digital] Character Animation 3 can help you bring your imagination to life. In this updated classic, both newcomers to digital animation and old hands looking to hone existing skills will find essential techniques for creating lively, professional-quality animation that are applicable to any software application. Combining the fundamentals of modeling, rigging, and animation with advanced-level information on characterization, directing, and production management, author George Maestri has created an essential resource for digital animators. [digital] Character Animation 3 is packed with beautiful new artwork and Maestri’s invaluable expert tips. Along with clear instruction on the theory and practice of foundation techniques such as rigging, walk-cycles, and lip-synch–the tutorials and exercises in this book let you practice what you’ve learned. Maestri also offers in-depth information on creating nuanced characters that feel “alive” and win audience empathy and attention. The book’s final chapter guides you through the entire filmmaking process, from story development through voice casting and animation directing.
Fundamentals of Game Design
Author | : Ernest Adams |
Publsiher | : New Riders |
Total Pages | : 697 |
Release | : 2010-04-07 |
Genre | : Computers |
ISBN | : 9780132104753 |
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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade
Fundamentals of Character Design
Author | : 3dtotal 3dtotal Publishing,Publishing 3dtotal |
Publsiher | : 3dtotal Publishing |
Total Pages | : 288 |
Release | : 2020-10 |
Genre | : Electronic Book |
ISBN | : 1912843188 |
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An eye-opening, visual-led exploration of the fundamental aspects of character design, including narrative, shape language, proportion, and expression.