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  • Kumar, Abhishek  (4)
  • [Erscheinungsort nicht ermittelbar] : Apress  (4)
  • Electronic books  (4)
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  • 1
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Apress | Boston, MA : Safari
    ISBN: 9781484278574
    Language: English
    Pages: 1 online resource (389 pages)
    Edition: 1st edition
    Keywords: Electronic books
    Abstract: Dive into the nuances of visual effects (VFX) design, from planning to execution, using Autodesk Maya. This book introduces the methods and techniques required for your first foray into 3D FX generation from scratch. You will start with the fundamentals of visual effects, including a history of VFX, tools and techniques for creating believable visual effects, and popular tools used in the industry. Next, you are introduced to Autodesk Maya and its various components that make it a favorite among professionals. You will learn how to create rigid body collisions and simulate realistic particles such as dust, fire, water, and more. This book also presents strategies for creating a vortex, rain, hair, fluids, and other soft body simulations and also demonstrates nature element simulations for computer-generated production. At the end of the book, there is a capstone project to make your own visual effects scene in a practical way. After going through this book, you will be able to start building computer-generated visual effects from your imagination through to production. What You Will Learn Understand the basic physics behind effect creation Create 3D visual effects scenes from scratch Know the details of dynamic simulation in the computer generation space using various functionalities available in Autodesk Maya Who This Book Is For Beginning-level users; students from the field of visual effects design, 3D modeling, and simulation; game designers; those creating computer graphics; FX artists and aspirants looking for a career in the field of 3D
    Note: Online resource; Title from title page (viewed December 14, 2021) , Mode of access: World Wide Web.
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  • 2
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Apress | Boston, MA : Safari
    ISBN: 9781484265970
    Language: English
    Pages: 1 online resource (302 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local ; Electronic books
    Abstract: Discover the methods and techniques required for creating immersive design visualization for industry. This book proposes ways for industry-oriented design visualization from scratch. This includes fundamentals of creative and immersive technology; tools and techniques for architectural visualization; design visualization with Autodesk Maya; PBR integration; and texturing, material design, and integration into UE4 for immersive design visualization. You’ll to dive into design and visualization, from planning to execution. You will start with the basics, such as an introduction to design visualization as well as to the software you will be using. You will next learn to create assets such as virtual worlds and texturing, and integrate them with Unreal Engine 4. Finally, there is a capstone project for you to make your own immersive visualization scene. By the end of the book you’ll be able to create assets for use in industries such as game development, entertainment, architecture, design engineering, and digital education. What You Will Learn Gain the fundamentals of immersive design visualization Master design visualization with Autodesk Maya Study interactive visualization with UE4 Create your immersive design portfolio Who This Book Is For Beginning-intermediate learners from the fields of animation, visual art, and computer graphics as well as design visualization, game technology, and virtual reality integration.
    Note: Online resource; Title from title page (viewed December 15, 2020) , Mode of access: World Wide Web.
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  • 3
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Apress | Boston, MA : Safari
    ISBN: 9781484258996
    Language: English
    Pages: 1 online resource (270 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local ; Electronic books
    Abstract: Delve into the concepts of physically based rendering (PBR) using Allegorithmic's Substance Painter. This book covers the integration of PBR textures with various 3D modeling and rendering packages as well as with the Unreal Engine 4 game engine. Beginning PBR Texturing covers all aspects of the software and guides you in implementing its incredible possibilities, including using materials, masks, and baking. Integration with both internal and popular external rendering engines is covered. This book teaches you the skills you need to use the texturing tool that is recognized by studios worldwide. You will know tips and tricks to implement the pipeline and speed up your workflow. What You Will Learn Know the fundamentals of PBR-based texturing from the ground up Create production-ready textured models from scratch Integrate PBR textures with standard 3D modeling and rendering applications Create portfolio-ready renders using offline renderers Who This Book Is For Beginners in the fields of 3D animation, computer graphics, and game technology
    Note: Online resource; Title from title page (viewed May 20, 2020) , Mode of access: World Wide Web.
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  • 4
    Online Resource
    Online Resource
    [Erscheinungsort nicht ermittelbar] : Apress | Boston, MA : Safari
    ISBN: 9781484260777
    Language: English
    Pages: 1 online resource (336 pages)
    Edition: 1st edition
    Keywords: Electronic books ; local ; Electronic books
    Abstract: Create assets for history-based games. This book covers the fundamental principles required to understand and create architectural visualizations of historical locations using digital tools. You will explore aspects of 3D design visualization and VR integration using industry-preferred software. Some of the most popular video games in recent years have historical settings (Age of Empires, Call of Duty, etc.). Creating these games requires creating historically accurate game assets. You will use Blender to create VR-ready assets by modeling and unwrapping them. And you will use Substance Painter to texture the assets that you create. You will also learn how to use the Quixel Megascans library to acquire and implement physically accurate materials in the scenes. Finally, you will import the assets into Unreal Engine 4 and recreate a VR integrated heritage that can be explored in real time. Using VR technology and game engines, you can digitally recreate historical settings for games. What You Will Learn Create high-quality, optimized models suitable for any 3D game engine Master the techniques of texturing assets using Substance Painter and Quixel Megascans Keep assets historically accurate Integrate assets with the game engine Create visualizations with Unreal Engine 4 Who Is This Book For Game developers with some experience who are eager to get into VR-based games
    Note: Online resource; Title from title page (viewed July 25, 2020) , Mode of access: World Wide Web.
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