Character Design and Digital Painting by Don Seegmiller
Call Number: T385.S44 2003
Publication Date: 2003-01-01
Essential Effects : water, fire, wind, and more by Mauro MaressaAnimate the world around you! Follow along with veteran Disney effects artist Mauro Maressa as he teaches you how to create and animate natural phenomena like water, fire, smoke, lightning, lava, mud, and wind. Essential Effects will help you plan, draw, design, and animate traditional 2D effects, taking your ideas all the way from rough sketch to finished product. Using a series of full-color visual breakdowns and diagrams, this book gives you a clear, concise understanding of what it takes to create credible, compelling effects in your own projects.
Build a strong foundation of observation and drawing skills that you can rely on for the rest of your career
Tips and tricks for applying classic effects principles to computer-animated and CG projects
Over 400 full-color images and diagrams for clear step-by-step learning
Call Number: TR897.7 .M374 2018
Publication Date: 2018-04-25
The Military-Entertainment Complex by Timothy Lenoir; Luke CaldwellWith the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare.
Call Number: U310.2 .L46 2018
Publication Date: 2018-02-19
Photoshop Elements 15 for Dummies by Barbara Obermeier; Ted Padova
Call Number: TR267.5.A33 O24 2016
Publication Date: 2016-09-26
3D Character Development Workshop : rigging fundamentals for artists and animators by Erik Van Horn3D Character Development Workshop is designed to fast-track comprehension of the concepts, tools, and methods of character rigging so that you can get past the technical hurdles and on to animating. This comprehensive guide is simple enough for non-technical artists to follow, yet presented in a holistic, comprehensive, best-practices approach so professional and student animators and artists can begin designing and animating their own fully-functioning characters.
Game AI Pro 3 : Collected Wisdom of Game AI Professionals by Steve Rabin (Editor)Game AI Pro3: Collected Wisdom of Game AI Professionals presents state-of-the-art tips, tricks, and techniques drawn from developers of shipped commercial games as well as some of the best-known academics in the field. This book acts as a toolbox of proven techniques coupled with the newest advances in game AI. These techniques can be applied to almost any game and include topics such as behavior trees, utility theory, path planning, character behavior, and tactical reasoning. KEY FEATURES Contains 42 chapters from 50 of the game industry's top developers and researchers. Provides real-life case studies of game AI in published commercial games. Covers a wide range of AI in games, with topics applicable to almost any game. Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil KirbyGeneral Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends mp;lt;LI>Includes downloadable demos and/or source code, available at http://www.gameaipro.com SECTION EDITORS Neil KirbyGeneral Wisdom Alex Champandard Architecture Nathan Sturtevant Movement and Pathfinding Damian Isla Character Behavior Kevin Dill Tactics and Strategy; Odds and Ends
Game physics cookbook by Gabor SzauerDiscover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book • Get a comprehensive coverage of techniques to create high performance collision detection in games • Learn the core mathematics concepts and physics involved in depicting collision detection for your games • Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games―you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn • Implement fundamental maths so you can develop solid game physics • Use matrices to encode linear transformations • Know how to check geometric primitives for collisions • Build a Physics engine that can create realistic rigid body behavior • Understand advanced techniques, including the Separating Axis Theorem • Create physically accurate collision reactions • Explore spatial partitioning as an acceleration structure for collisions • Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development―collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.
How to Cheat in Blender 2. 7x by Alan ThornBlender is a vast and customizable 3D-modeling application used by many artists across creative industries, from television to games. This newest book, in Alan Thorn's How to Cheat series, offers insightful and bite-sized power-tips to help you develop Blender mastery. More than five hundred figures illustrate interesting shortcuts and clever ways to improve your Blender workflow. A companion website at http://www.alanthorn.net provides bonus content, including videos and resources to help sharpen your skills further. How to Cheat in Blender 2.7x is for Blender users of all levels, offering time-saving tips and powerful techniques to increase your productivity...
Publication Date: 2017-05-05
Introducing Autodesk Maya 2016 by Dariush DerakhshaniStart modeling right away with this hands-on guide to learning Autodesk Maya 2016 Introducing Autodesk Maya 2016 is the official guide to the most popular and complex 3D application on the market. Building from the ground up, this book combines straightforward text with practical examples that make it easy to absorb the basics and start designing and animating your own digital models and scenes. The tutorials offer realistic challenges and clear explanations, laid out in fun, step-by-step lessons that help you gain confidence and learn by doing. You'll delve into CG and 3D core concepts and production workflows, then get right to work designing an animation of the solar system as you learn the interface and basic tools. As your modeling skills grow, you'll build a steam locomotive, a starfish, a table lamp, and much more as you learn to rig your model for animation, create fabric motion with nCloth, and add the lighting and effects that bring your scenes to life. The companion website features downloadable project files that help you see how the pros do it, and the book includes real-world examples from talented users who were beginners just like you. Master the Maya 2016 interface, menus, and plug-ins Begin building simple animations right away Explore modeling, rendering, animation, and cloth motion Add lighting, rendering, dynamics, simulations, and effects If you want to work like the pros, Introducing Autodesk Maya 2016 is the perfect primer for getting started.
Mastering Autodesk Maya 2016 by Todd PalamarGo from 'beginner' to 'expert' with this professional, tutorial-based guide to Maya 2016 Mastering Autodesk Maya 2016 is your professional hands-on coverage to getting the most out of Maya. If you already know the basics of Maya, this book is your ticket to full coverage of all Maya 2016's latest features, and showcases the tools and methods used in real-world 3D animation and visual effects. From modeling, texturing, animation, and effects to high-level techniques for film, television, games, and more, this book expands your skill set, and helps you prepare for the Autodesk Maya certification exam. Filled with challenging tutorials and real-world scenarios this book provides valuable insight into the entire CG production timeline. Take your Maya skills to the next level with step-by-step instruction and insight from the industry professionals. Learn professional techniques used in real-world visual effects Master Dynamics, Maya Muscle, Stereo Cameras, mental ray, and more Expand your skills with advanced techniques for cloth, fur, and fluids Understand everything you need to know for the Maya certification exam
Computer Science (Gale OneFile)Provides access to leading business and technical publications in the computer, telecommunications, and electronics industries covering everything from hardware to the cloud.
Computer SourceNearly 300 full-text journals and magazines covering topics such as computer science, programming, artificial intelligence, cybernetics, information systems, robotics, and software.