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Introduction to 3D graphics & animation using Maya / (Record no. 492)

MARC details
000 -LEADER
fixed length control field 10182cam a22002294a 4500
001 - CONTROL NUMBER
control field 1715
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200702105343.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 060222s2006 maua b 001 0 eng
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9788131502549
040 ## - CATALOGING SOURCE
Transcribing agency PK
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.6/96
Edition number 22
Item number W3351
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Watkins, Adam
245 10 - TITLE STATEMENT
Title Introduction to 3D graphics & animation using Maya /
Statement of responsibility, etc Adam Watkins.
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT)
Place of publication, distribution, etc New Delhi :
Name of publisher, distributor, etc Thomson,
Date of publication, distribution, etc 2007
300 ## - PHYSICAL DESCRIPTION
Extent ix, 453 p.
Other physical details ill. ;
Dimensions 24 cm. +
Accompanying material 1 CD-ROM (4 3/4 in.).
490 1# - SERIES STATEMENT
Series statement Graphics series
500 ## - GENERAL NOTE
General note Includes bibliographical references and index.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer animation.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer graphics.
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type Books
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note 1. Chapter 1 the 3d workflow 1<br/>2. Some general terms 2<br/>3. Building a 3d project 3<br/>4. Tutorial introduction and explanation 9<br/>5. The maya philosophy 9<br/>6. Organizing projects 15<br/>7. Conclusion 20<br/>8. Chapter 2 understanding the digital 3d world 21<br/>9. The 3d world around us 22<br/>10. What is digital space? 23<br/>11. Toobox 32<br/>12. Enough theory already 38<br/>13. Maya's menu set 38<br/>14. Tutorial !4'primitive man 39<br/>15. Challenges, exercises, or assignments 51<br/>16. Chapter 3 carving out modeling basics-<br/>17. Basic polygonal modeling 53<br/>18. Efficient modeling 54<br/>19. Modeling types 54<br/>20. Primitives 59<br/>21. Tutorial 3.1 room primitives 60<br/>22. Challenges, exercises, or assignments 70<br/>23. Chapter 4 polygonal modeling and component editing 71<br/>24. Boolean 72<br/>25. Some boolean caveats 74<br/>26. Tutorial 4.1 boolean functions in the room 74<br/>27. The polygon and its components 82<br/>28. Tutorial 4.2 creating a table with component editing and extrude faces 89<br/>29. Challenges, exercises, or assignments 98<br/>30. Chapter 5 beginning nurbs modeling 101<br/>31. Curves 102.<br/>32. Creating curves 104<br/>33. Nurbs surfaces 107<br/>34. A bit about the nurbs strategy 112<br/>35. Tutorial 5.1 creating vases 113<br/>36. Tutorial 5.2 trim 118<br/>37. Challenges, exercises, or assignments 124<br/>38. Chapter 6 advanced polygonal modeling 127<br/>39. Control over editable components 128<br/>40. Smooth proxy 134<br/>41. Tutorial 6.1 modeling a sink with smooth proxy 135<br/>42. Challenges, exercises, or assignments 146<br/>43. Chapter 7 shaders, materials, and textures and basic<br/>44. Nurbs texturing 149<br/>45. What is texturing? 150<br/>46. Materials, shaders, textures... What's the difference? 150<br/>47. General characteristics of a material 151<br/>48. Maya's materials 152<br/>49. Tutorial 7.1 creating a material 155<br/>50. Hypershade revisisted 161<br/>51. Tutorial 7.2 texturing nurbs vases 162<br/>52. Tutorial 7.3 texturing the bedspread 168<br/>53. Challenges, exercises, or assignments 174<br/>54. Chapter 8 texturing polygons and uv manipulation 175<br/>55. Texture tiling 176<br/>56. Tutorial 8.1 creating seamless textures 177<br/>57. Uvs 180<br/>58. Uv texture editor 181<br/>59. Tutorial 8.2 texturing the shower stall 187<br/>60. Tutorial 8.3 texturing the main room 199<br/>61. Challenges, exercises, or assignments 208<br/>62. Chapter 9 lighting and rendering 211<br/>63. Lighting instruments 213<br/>64. Putting the talk into practice 225<br/>65. Tutorial 9.1 lighting the scene for night 225<br/>66. Tutorial 9.2 daytime lighting 239<br/>67. Relationship editor-lighting llinking 246<br/>68. Challenges, exercises, or assignments 251<br/>69. Chapter 10 organic modeling 253<br/>70. Tutorial 10.1 modelling the amazing wooden man 256<br/>71. Tutorial 10.2 game model 276<br/>72. Challenges, exercises, or assignments 311<br/>73. Chapter 11 organic texturing and uv mapping 313<br/>74. "3d" textures and shaders 314<br/>75. Tutorial 11.1 texturing amazing wooden man 314<br/>76. Uvs 318<br/>77. Uv mapping 321<br/>78. Tutorial 11.2 mapping game character 323<br/>79. Challenges, exercises, or assignments 357<br/>80. Chapter 12 character rigging and skinning 359<br/>81. Joints 360<br/>82. Rigging 360<br/>83. Tutorial 12.1 rigging a basic 1k chain 361<br/>84. Skinning 363<br/>85. Tutorial 12.2 skinning a leg 363<br/>86. Rigging and skinning a bipedal character 365<br/>87. Tutorial 12.3 rigging the game character 366<br/>88. Skinning 375<br/>89. Tutorial 12.4 skinning the game model 376<br/>90. General tips on the paint skin weights tool 381<br/>91. Conclusion 382<br/>92. Challenges, exercises, or assignments 383<br/>93. Chapter 13 animation and character animation 385<br/>94. The disney paradigm 386<br/>95. Maya's animation interface 387<br/>96. Tutorials 389<br/>97. Tutorial 13.1 bouncing a ball 390<br/>98. Tutoial13.2 basic walk 405<br/>99. Conclusion 419<br/>100. Challenges, exercises, or assignments 420<br/><br/>
Holdings
Withdrawn status Damaged status Not for loan Home library Current library Date acquired Source of acquisition Full call number Barcode Date last seen Price effective from Koha item type
      UE-Central Library UE-Central Library 06.06.2018 U.E. 006.696 W3351 T1715 06.06.2018 06.06.2018 Books
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