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9781584503002

Texturing Concepts & Techniques

by
  • ISBN13:

    9781584503002

  • ISBN10:

    1584503009

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2004-03-26
  • Publisher: Thomson Delmar Learning

Note: Supplemental materials are not guaranteed with Rental or Used book purchases.

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Summary

Texturing: Concepts and Techniques is about the aesthetics and design issues of creating and using interesting textures for digital 3D animation. This beautifully illustrated, full color book teaches artists how to create stunning and convincing textures using the popular 3ds max TM , Maya ? , and LightWave 3D ? programs. It describes the theory behind many aspects of the software, to give artists a deeper understanding of the technology, and its past, present, and future. It helps readers understand the limitations that 3D animation places on creating quality imagery, and details the artistic techniques behind creating convincing textures, not just realistic or photorealistic ones. The tutorials and techniques included throughout the book don't just show users how to recreate a texture, but take them deep into the tools of the programs to help them really understand how and why they work. After working through the tutorials, users will be able to take their skills to the next level and create their own stunning textures!

Author Biography

Dennis Summers (Royal Oak, MI) holds a BFA in painting and a BA in chemistry from Michigan State University, and an MFA in non-traditional media from The Ohio State University. He is an Associate Professor at Schoolcraft College, and is also a freelance animator

Table of Contents

ACKNOWLEDGMENTS xiii
Preface xv
How to Use This Book
xvii
What You Need to Know
xvii
1 VISUAL COMMUNICATION, GOOD DESIGN, AND AESTHETICS
1(26)
Visual Communication
3(2)
Good Design
5(15)
Value
5(2)
Shape
7(2)
Motion
9(1)
Relative Size
10(1)
Figure/Ground
11(1)
Color
12(1)
Color Relativity and Color Constancy
13(2)
Texture
15(1)
Closure
16(4)
Aesthetics
20(6)
Summary
26(1)
2 REALISM, PHOTOREALISM, AND WHEN BEING CONVINCING IS BEST
27(18)
Realism
28(8)
Linear Perspective
30(2)
Aerial Perspective and Perspective of Disappearance
32(1)
Preconceptions
33(3)
Photorealism
36(4)
The Frame
36(1)
Two Dimensions, Not Three
36(1)
Relationships Matter
37(3)
Being Convincing
40(4)
Summary
44(1)
3 TECHNICAL ISSUES: THE DIGITAL ENVIRONMENT AND DELIVERY MEDIA
45(26)
Color
46(19)
Digital Color
46(1)
Color Mixing
47(1)
Color Space or Color Gamut
48(4)
White Point
52(1)
Gamma
53(8)
Using Gamma as a Design Technique
61(1)
Calorbars
61(1)
Contrast Ratio and Ambient Light
62(1)
Alpha
63(2)
Pixels
65(3)
Frames and Fields
68(1)
Summary
69(2)
4 MATERIALS: TECHNOLOGY AND USE
71(20)
Some Definitions
72(2)
What Does a Computer Think a Material Is?
74(3)
It Is All About Light: Some Physics
77(2)
What Does the Software Think a Material Is?
79(2)
Software Interfaces
81(1)
Shaders
82(2)
Material Components
84(1)
The Use of Image Maps and Procedural Maps
84(2)
Complex Materials
86(2)
Mapping and Unwrapping
88(1)
Image Editing and Rendering
89(1)
Summary
90(1)
5 SHADERS
91(20)
Surface Shaders: General Description and Examples
92(6)
General-Use Shader Types
98(2)
Light Response Attributes: The Big Three
100(5)
Diffuse
100(1)
Specular
101(3)
Ambient
104(1)
Other Common Shader Attributes
105(4)
Bump Mapping and Displacement
105(1)
Transparency, Refraction, and Translucency
105(3)
Luminescence
108(1)
Reflections
108(1)
Correspondence Chart
109(1)
Summary
110(1)
6 MATERIAL CREATION INTERFACES
111(26)
3ds max Material Editor
112(9)
Material Editor Rollouts
115(6)
Lightwave Surface Editor
121(6)
Adding Texture Maps
126(1)
Maya Hypershade and Attribute Editor
127(9)
Adding Texture Maps
133(3)
Summary
136(1)
7 IMAGE MAPS AND PROCEDURAL MAPS
137(40)
Image Maps
138(18)
Formats and Compression
138(2)
Resolution
140(3)
Aliasing and Sampling
143(5)
Image Map Interfaces
148(3)
Photoshop for 3D Artists
151(5)
Procedural Maps
156(19)
Checker(board)
157(4)
Noise
161(6)
Gradient/Ramp
167(8)
Summary-Comparing the Two
175(2)
8 PULLING IT TOGETHER: INITIAL TUTORIAL
177(46)
3ds max Tutorial: Using the Material Editor
179(14)
Lightwave Tutorial: Using the Surface and Texture Editors
193(15)
Maya Tutorial: Using the Hypershade and Attribute Editor
208(13)
Summary
221(2)
9 LIGHT AND SURFACES
223(42)
Some (Very Simple) Physics
224(3)
Models of Illumination: Local Illumination
227(1)
Models of Illumination: Global Illumination
228(7)
Radiosity
228(2)
Raytracing
230(3)
The Two Together
233(2)
3ds max Tutorial: Raytracing
235(6)
3ds max Tutorial: Radiosity
241(6)
Lightwave Tutorial: Raytracing
247(3)
Lightwave Tutorial: Radiosity
250(5)
Maya Tutorial: Raytracing
255(4)
Maya and Radiosity
259(1)
3ds max Tutorial: High Dynamic Range Image-Based Rendering
259(2)
Lightwave Tutorial: Lightwave High Dynamic Range Image-Based Rendering
261(2)
Maya
263(1)
Summary
263(2)
10 COMPLEX MATERIALS 265(40)
Displacement
267(1)
Double-Sided Surface Material
267(1)
Multiple Surface Materials per Mesh Surface
268(1)
Superimposing More than One Surface Material, Shader, or Texture
268(3)
Additive and Subtractive
269(1)
Difference
269(1)
Multiply
270(1)
Double-Layer SpecularShaders
271(1)
Making Metallic Materials
271(1)
Material Types for Compositing
271(1)
Labels
272(1)
Backgrounds
272(1)
3ds max Tutorial: Tutorial 10A: An Outdoor Scene
273(6)
Lightwave Tutorial 10A: An Outdoor Scene
279(7)
Maya Tutorial 10A: An Outdoor Scene
286(7)
3ds max Tutorial 10B: Fresh Mountain Tea
293(4)
Lightwave Tutorial 10B: Fresh Mountain Tea
297(4)
Maya Tutorial 10B: Fresh Mountain Tea
301(3)
Summary
304(1)
11 MAPPING AND UNWRAPPING 305(40)
The Mapping Problem
306(2)
The Mapping Solution
308(8)
One Solution: Projection Mapping
308(2)
Another Solution: Explicit UV Mapping
310(2)
UVs Are Arbitrary
312(2)
UVs Are Relative
314(2)
Image Maps May Look Weird
316(1)
Some Specific Software Information
316(5)
3ds max
316(2)
Lightwave
318(2)
Maya
320(1)
3ds max Tutorial: Creating the Read
321(5)
Lightwave Tutorial: Lightwave
326(4)
Maya Tutorial
330(5)
3ds max Tutorial: Creating the Body
335(4)
Lightwave Tutorial
339(3)
Maya Tutorial
342(2)
Summary
344(1)
12 RENDERING 345(28)
What Is Rendering?
346(5)
Testing Animation
350(1)
Some Rendering Tips
351(3)
Delivery Media
351(2)
Anti-Aliasing
353(1)
Surface Texture Baking
354(1)
Post Processing
354(1)
Compositing
355(2)
3ds max Software-Specific Information
357(4)
Render Controls
357(1)
Anti-Aliasing
358(1)
Testing Animation
359(1)
Optimizing Renders
359(1)
Surface Texture Baking
359(1)
Post Processing
360(1)
Compositing
361(1)
Lightwave Software-Specific Information
361(4)
Render Controls
361(2)
Anti-Aliasing
363(1)
Testing Animation
363(1)
Surface Texture Baking
364(1)
Post Processing
364(1)
Compositing
365(1)
Maya Software-Specific Information
365(5)
Render Controls
365(1)
Anti-Aliasing
366(1)
Testing Animation
367(1)
Optimizing Renders
368(1)
Surface Texture Baking
369(1)
Post Processing
369(1)
Compositing
370(1)
Summary
370(3)
A ABOUT THE CD-ROM 373(2)
System Requirements
373(2)
BIBLIOGRAPHY 375(4)
INDEX 379

Supplemental Materials

What is included with this book?

The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

The Used, Rental and eBook copies of this book are not guaranteed to include any supplemental materials. Typically, only the book itself is included. This is true even if the title states it includes any access cards, study guides, lab manuals, CDs, etc.

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