Description |
xxii, 377 pages : illustrations ; 24 cm |
Series |
--For dummies |
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--For dummies.
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Contents |
Machine derived contents note: Introduction. -- Part I: Creating 3D Content for Games. -- Chapter 1: Getting Started with 3D Game Animation. -- Chapter 2: Game and Art Design, and Creating Storyboards. -- Chapter 3: Starting with Traditional Animation Basics. -- Part II: Creating Interfaces, Modeling Scenery, and Texturing Backgrounds. -- Chapter 4: Creating Game User Interfaces. -- Chapter 5: Modeling Scenery and Props. -- Chapter 6: Adding Details with Materials. -- Chapter 7: Mapping Textures. -- Chapter 8: Creating Effective Lighting. -- Part III: Designing, Modeling, and Animating Game Characters. -- Chapter 9: Techniques for Modeling Characters. -- Chapter 10: Discovering the Basics of 3D Animation. -- Chapter 11: Animating Characters. -- Chapter 12: Animating Facial Movements. -- Chapter 13: Automating Reactions with Dynamics. -- Part IV: Animating Game Cut Scenes. -- Chapter 14: Animating Scene Elements. -- Chapter 15: Animating with Particles. -- Chapter 16: Rendering an Animation. -- Part V: The Part of Tens. -- Chapter 17: Ten Types of Tools Used by Game Companies. -- Chapter 18: Ten Creative Jobs in the Animation Industry. -- Chapter 19: Ten Ways to Land a Job as a 3D Game Animator. -- Appendix A: Using Game Engine Tools. -- Appendix B: Glossary of Animation Terms. -- Appendix C: Directory of Animation Schools. -- Index |
Summary |
"Discover how to create realistic motion, develop a game concept, model a complete character from scratch, add a skeleton rig to your character, find out how to use particles and dynamics and sync facial movements with soundtracks." --Cover |
Notes |
Includes index |
Subject |
Computer animation.
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Computer games -- Design.
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Computer games -- Programming.
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Three-dimensional display systems.
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LC no. |
2005923244 |
ISBN |
0764587897 (paperback) |
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