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/> |