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Real-World-Modus: In den Schützengräben mit Modo von McDermott, Wes

by McDermott, Wes | PB | Good
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Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, ... Mehr erfahrenÜber den Artikelzustand
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Hinweise des Verkäufers
“Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, ...
Binding
Paperback
Weight
1 lbs
Product Group
Book
IsTextBook
Yes
ISBN
9780240811994
Subject Area
Computers, Art
Publication Name
Real World Modo: the Authorized Guide : in the Trenches with Modo
Item Length
9.7 in
Publisher
Routledge
Subject
Computer Graphics, Digital Media / Video & Animation, Digital
Publication Year
2009
Type
Textbook
Format
Trade Paperback
Language
English
Item Height
0.8 in
Author
Wes Mcdermott
Item Width
7.5 in
Item Weight
31.3 Oz
Number of Pages
330 Pages

Über dieses Produkt

Product Information

Explore one of the most exciting 3D tools on the market, modo, with Real-World modo - the Luxology approved, concept and principle- driven guide. Learn to apply the revolutionary, artist-friendly modo toolset with its powerful 3D rendering engine to your project workflows. In a clear, motivating, and entertaining style, Luxology insider, Wes McDermott, provides captivating 3D imagery, real world observations, and valuable tips and tricks all in one place - an invaluable resource for any digital artist. Explore 3D techniques and principles with chapters on modelling, UV mapping, texturing, animation, lighting and rendering. Learn to leverage the technical elements of the modo rendering engine including Antialaising, Shading Rate and Irradiance Caching from an artist's perspective. Integrate modo with other 3D applications such as Maya and Mudbox and learn to properly setup a linear rendering workflow within modo. For practical, hands-on techniques, you can visit www.wesmcdermott.com for video walk-throughs that further enhance the coverage in the book.

Product Identifiers

Publisher
Routledge
ISBN-10
0240811992
ISBN-13
9780240811994
eBay Product ID (ePID)
73270345

Product Key Features

Author
Wes Mcdermott
Publication Name
Real World Modo: the Authorized Guide : in the Trenches with Modo
Format
Trade Paperback
Language
English
Subject
Computer Graphics, Digital Media / Video & Animation, Digital
Publication Year
2009
Type
Textbook
Subject Area
Computers, Art
Number of Pages
330 Pages

Dimensions

Item Length
9.7 in
Item Height
0.8 in
Item Width
7.5 in
Item Weight
31.3 Oz

Additional Product Features

LCCN
2009-030911
LeafCats
378
Lc Classification Number
Tr897.7.M3893 2009
Reviews
"Real World Modo is excellent for experienced users and beginners alike. Wes McDermott's writing is accessible to users of all skill levels, and his topics are well thought-out and easy to follow. Real World Modo is now an important part of our organization's education library." -John Kabus, Founder & President, Synapse Gaming "A pragmatic and often personal guide to using modo (and by extension, 3D software in general) to get the job done. This book is less about theory, and highly focused on results. Wes gently but firmly guides you through the process with a steady hand and insight borne from untold thousands of hours using the software. It's like having a modo buddy who takes the time to tell you what you really need to know to use the software effectively." -Bob Bennett, Luxology, "Real World Modo is excellent for experienced users and beginners alike. Wes McDermott's writing is accessible to users of all skill levels, and his topics are well thought-out and easy to follow. Real World Modo is now an important part of our organization's education library." -John Kabus, Founder & President, Synapse Gaming "A pragmatic and often personal guide to using modo (and by extension, 3D software in general) to get the job done.  This book is less about theory, and highly focused on results.  Wes gently but firmly guides you through the process with a steady hand and insight borne from untold thousands of hours using the software.  It's like having a modo buddy who takes the time to tell you what you really need to know to use the software effectively." -Bob Bennett, Luxology  , Wes does a great job of holding the reader's hand while walking though the nitty gritty of game development for the Apple mobile devices. The barrier between art and technical knowhow is blurred enough for an artist to stay comfortable handling the technical aspects of game development. A great book for the game developer in all of us - Yazan Malkosh, Managing Director, 9b studiosThis book answers all of your questions - even if you're trying to port your web-game to iPhone or create your first game for mobile devices. Creating 3D Game Art for the iPhone is reviewed and approved by creators of Unity 3. This book is like having your own Unity direct support specialist on your bookshelf. - Oleg Pridiuk, Unity QA specialist for iPhone, Android and WiiAs the sophisticated tools for creating and implementing assets for gaming become more accessible to the artist, the knowledge of how we employ them in the commercial pipeline is not only important but more essential than ever. This title serves as a comprehensive guide along this path of taking a strong concept idea and streamlining it into an exciting and fully realized project! Wes guides you through the many steps involved and the use of these powerful 3D tools (Modo, Blender and Unity) to help demystify the process of game creation and artistic expression. -Warner McGee, Illustrator/Character DesignerVery rarely do you come across an artist that also thoroughly understands tech. Even more rare is finding those that can explain it all in a book. Wes McDermott is that artist and this is that book. I highly recommend buying a copy for each member of your team! -Efraim Meulenberg ('TornadoTwins'), Founder UnityPrefabs.com
Table of Content
Real World Modo Table of Contents: Chapter 1: Trench warfare: Working as a 3D artist Chapter 2: Becoming a modo-nauhght The modo interface and modo architecture Chapter 3: Modeling Chapter 4: UV Mapping: Becoming a Taxidermist Chapter 5: Texturing Chapter 6: Animation Chapter 7: Camera and Staging: Bringing it all in focus Chapter 8: Lighting and Rendering: Making the Difference Chapter 9: Advanced Rendering: Working in Linear Space Chapter 10: Integrating modo into your pipeline Chapter 11: Interactive 3D Design Chapter 12: Closing
Copyright Date
2010
Target Audience
College Audience
Illustrated
Yes

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