Step-by-step Landscaping, 2nd Edition
Better Homes and Gardens | ISBN: 0696230828 | 2007 | PDF | 408 pages | 29.2 MB
Artbook: Visual Experiments Lain
93 JPG | ~2200x3100 | 165 Mb
Kelly L. Murdock, "3ds Max 2010 Bible"
Wiley | ISBN: 0470471913 | July 2009 | 1296 pages | PDF (including DVD) | ~510 MB
Whether you're a novice eager to get started or a full-fledged animator seeking new ways to dazzle, the new edition of this perennial hot seller is the perfect 3ds Max book for you. It's crammed with the very latest features, professional techniques, and over 150 step-by-step tutorials that will build skills and spark your creativity. Don't miss the colorful insert, which showcases the work of cutting-edge 3D artists and is sure to inspire you.
Download Links:
RapidShare
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FileFactory
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Real-Time Cinematography for Games (Game Development Series) by Brian Hawkins
Publisher: Charles River Media | Number Of Pages: 326 | Publication Date: 2005-01-28 | ISBN-10: 1584503084 | PDF | 87 Mb
Today s game audiences expect Hollywood-quality cinematography. But to produce this quality in games, programmers need to understand the traditional film principles of lighting, camera positioning, and motion. Unlike movies, games provide non-linear, interactive storytelling, so to use film and T.V. techniques effectively, the techniques need to be modified for games.
Real-Time Cinematography for Games provides this translation by teaching programmers and artists how to incorporate tried-and-true filmmaking techniques into their games. Beginning with an overview of filmmaking and cinematography basics, the book teaches how to tell a compelling story using camera placement based on character and environment. It explains how to handle a camera for panning, zooming, and cradle movement, and it details how to program these techniques into your games through code examples. From there, camera lenses and methods for achieving a variety of effects with software cameras are explored. Hands-on examples illustrate the importance of good lighting and how to handle transitions to new lighting arrangements. The next part of the book covers the essential areas of filters, sound effects, interactive music, movement, and dialog, including coverage of current voice recognition technology. The book wraps up with coverage of directing essentials.
Programmers will find the entire book extremely useful, and designers and artists will find the large amount of creative uses of filmmaking techniques invaluable. Every chapter is written with two major parts: creative and technical. The creative section looks into the techniques and practices of the film industry and teaches how artists and designers can use these techniques in games. The technical sections then explain how to implement these techniques into games through practical code and equations. The technical sections require knowledge of basic programming and computer graphics concepts. This is the one resource programmers and designers need to ensure that they are producing Hollywood-quality graphics that will keep your players coming back for more!
Leigh van der Byl, "LightWave 3D 8 Texturing"
Wordware Publishing | ISBN: 1556222858 | 2004 | 450 pages | PDF | 13.6 MB
Creating interesting and detailed surfaces for objects and characters in 3D is a process many artists find complex and confusing. LightWave 3D 8 Texturing demystifies this task with a thorough discussion of how to use the various LightWave 3D tools to create stunning textures.
* Utilize texturing theory to create any type of surface you wish.
* Use the various options in the Surface Editor to affect your textures.
* Work with textures using vertex color maps, gradients, weight maps, and image maps.
* Manipulate layers in the Texture Editor.
* Apply textures with projection techniques and UV maps.
* Enhance your surfaces using image filters.
* Create metal, wood, and organic surfaces by working through a series of tutorials.
George Omura, "Mastering AutoCAD 2010 and AutoCAD LT 2010"
Sybex | ISBN: 0470466030 | June 22 2009 | 1224 pages | PDF | 66MB
An award-winning author presents a detailed tutorial covering every feature of this popular program
Each year, Mastering AutoCAD appears at the top of the AutoCAD book sales charts; it's the world's all-time bestselling series on the AutoCAD design software. This revision thoroughly covers all the new features and gives you a complete education in AutoCAD and AutoCAD LT.
Whether you're an architect or drafter, involved in another discipline that uses CAD software, or an AutoCAD instructor, you'll benefit from Omura's comprehensive coverage.
Scott Spencer - ZBrush Character Creation: Advanced Digital Sculpting
Scott Spencer - ZBrush Character Creation: Advanced Digital Sculpting
Sybex | 2008 | ISBN: 047024996X | Pages: 352 | PDF | 26 MB
ZBrush's popularity is exploding giving more CG artists the power to create stunning digital art with a distinctively fine art feel. ZBrush Character Creation: Advanced Digital Sculpting is the must-have guide to creating highly detailed, lush, organic models using the revolutionary ZBrush software. Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures and detailing. With a focus on both the artistry and the technical know-how, you'll learn how to apply traditional sculpting and painting techniques to 3D art while uncovering the "why" behind the "how" for each step. You'll gain inspiration and insight from the beautiful full-color illustrations and professional tips from experienced ZBrush artists included in the book. And, above all, you'll have a solid understanding of how applying time-honored artistic methods to your workflow can turn ordinary digital art into breathtaking digital masterpieces.
Kenneth C Finney "3D Game Programming All in One, Second Edition"
Course Technology PTR | ISBN: 1598632663 | 2006-11-06 | 1085 pages | PDF | 12.6 MB
Are you an aspiring game developer with a great idea, but no practical knowledge for turning that idea into reality? 3D Game Programming All in One is the comprehensive guide you need! This new edition updates the original coverage with the latest version of Torque from GarageGames, and provides the very best tools available to the Indie game maker. This hands-on book not only teaches the technical skills behind 3D game programming, but also provides you with the practical experience you need to create your own games. As you create a first-person shooter, you'll cover the techniques behind the programming, textures, and models that go into successful game creation. You'll also cover the Torque Engine and will learn how to integrate sound and music into your game. 3D Game Programming All in One provides you with the training, experience, and tools you need to turn your dreams of game creation into reality!
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