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With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models
Format: CONTRIBUTORS: Andrew GahanEAN: 9780240815824COUNTRY: United KingdomPAGES: WEIGHT: 1300 gHEIGHT: 246 cm
PUBLISHED BY: Taylor & Francis LtdDATE PUBLISHED: 2011-06-17CITY: GENRE: COMPUTERS / Programming / GamesWIDTH: 189 cmSPINE:
Book Themes:
The arts: general topics, Digital animation
"This book is a must-have resource for anyone wanting to learn how to make game art in 3ds Max. It has great support on the forums which is a testament to the author's enthusiasm for the subject. My students would be lost without it. If you want to understand how to really make 3d art for games then this is the book you need"--David Wilson, programme leader, BA (Hons) Computer Games Modelling and Animation, University of Derby, UK"This is a great book covering most aspects of modeling for games including the basics of 3D, Ambient Occlusion, Normal Maps, Character, Vehicle, Scene Creation and much, much more. It covers everything you need to get you started for your career in games"--Andy Manns, lead artist, THQ"An extremely comprehensive book covering all the basic theory and techniques with 3ds Max, currently used within the best game development studios in the industry"--Alex Perkins, art director, Sony Computer Entertainment Europe."For a beginner, getting to grip with 3ds Max is a daunting prospect, but this book picks on the relevant features and aims to get you producing usable 3D game art quickly and efficiently. It gives you a great understanding of what goes into make good 3D video-game art and will give you the vocabulary needed to talk with confidence about in-game models."--Don Whiteford, creative director THQ Digital UK Ltd."This book is one of the most comprehensive, straight-forward, and easy to follow guides for modeling precise and efficient 3D game assets and environments. Andrew Gahan has heard everything every educator has said about what a textbook needs to do to meet the broad stroke of students' needs and abilities in learning how to master 3D modeling with 3ds Max. With simple understanding and imagination, this text can be used to transform modeling for games into modeling for animation or modeling for simulation."--Tim Harrington, national assistant dean, Game and Simulation Programming, DeVry University"Author of this book covers what you need to complete each tutorial; it designed to get you up to speed as quickly as possible producing great artwork and is not designed to teach you how to use all aspects of 3ds Max."--Wonderpedia.wetpaint.com
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)
With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models
Format: CONTRIBUTORS: Andrew GahanEAN: 9780240815824COUNTRY: United KingdomPAGES: WEIGHT: 1300 gHEIGHT: 246 cm
PUBLISHED BY: Taylor & Francis LtdDATE PUBLISHED: 2011-06-17CITY: GENRE: COMPUTERS / Programming / GamesWIDTH: 189 cmSPINE:
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)
Die verhaal van die kasarm en die Calitze kom tot 'n mooi einde
Ek kan nie ’n boek summier toemaak nadat die slotsin geskryf is nie. Ek lees álles, tot by die outeursnotas en die bronnelys (gewoonlik gooi ek darem net vlugtig ’n oog oor die bonne!). Chanette Paul maak in die nota oor Maanschijnbaai 2, die verdere verhaal van Nan en Jeannie, die stelling: “Lesers moet my asseblief vergewe dat my verbeelding altyd die oorhand oor die werklikheid kry en verdigsel voorkeur bo feite.” (p.635) Ek wil daarby aanhaak en bieg dat ’n uitstekende verhoudingsroman soos hierdie tydelik die oorhand gekry het oor my traagheid om te lees oor reïnkarnasie en die esoteriese. Die klomp Calitzse het my tyd en aandag totaal gekaap.
Die skrywer wy die laaste bladsye aan ’n verduideliking oor hoe die Maanschijnbaai-tweeluik ontstaan het. Sy beweer dat die Calitze haar “onkant” betrap het. Sy wou ’n romanse skryf maar uiteindelik was die karakters so kompleks dat dit op twee dik boeke en ’n intense familiedrama uitgeloop het.
Van die onderskeie karakters raak diep waarhede kwyt wat die moeite werd is om te onderstreep en te onthou, soos Zach wat dit gehad het oor die risiko om iemand op ’n pedestal te plaas omdat jy daardeur die persoon ’n onreg aandoen. (p.539) En Nan, wat die hele klomp Calitze moes grootkry, se wyse raad: “Met eerlikheid, Jeannie, kom ’n mens baie verder as met opoffering. Met eerlikheid gee jy almal ’n regverdige kans. Opoffering beteken bloot jy doen iets teen jou sin omdat jy glo dit sal ander baat.” (p.613)
Maak seker dat jy genoeg tyd op hande het, dan lees jy hierdie tweeluik in volgorde, Jo & Sue, gevolg deur Nan & Jeannie. Dit is hersien en met splinternuwe, pragtige baadjies uitgegee deur Lapa Uitgewers.
A very practical approach and the tools to go along with it
Very useful. The book provides a structure and an approach that I would have been useful earlier in my investing. I like the five gates and in particular the attention to quality and management's capital allocation decisions. I will also apply the idea of the stewardship log to get more explicit on my investment theses. This is kind of the practical aspect of what I learned from the Psychology of Money.
the title ties in really nicley the more towards the end but the title for the book suits it real...
the book is very slow burn and takes a while for like captivating parts of the book .but the middle to the end the pace of the book is really nice the beginning is just repetitive and and trust the processes
Skuld en vergifnis word nie versuiker in hierdie jeugverhaal nie
Twee halwes maak ’n hele is die wenner van ’n jeugboekprys. Ek moes myself gedurig herinner wat die teikenmark nou eintlik is, want die sake wat aangeraak word, is geensins beperk tot jeugdige lesers nie. Die sterk newe-karakters dra daartoe by die selfs baie ouer lesers goed aanklank kan vind by die storielyn wat ontvou.
“Hulle sê as jy iemand vergewe, lig jy ’n vrag van daardie persoon se skouers af. Maar miskien is sommige dinge net te swaar om van iemand anders se skouers te lig?” (p.178) Baie aandag word gegee aan skuld en vergifnis, maar geen suikeromhulde kitsoplossings word aangebied nie. Dit sou die storie beslis vervlak het.
Na die aardskuddende ontdekking wat Lira gemaak het, gaan sy vir drie maande na ’n Griekse eiland en maak sy kennis met haar ander helfte, ’n halfsuster wat presies die teenoorgestelde is van haar eie ingetoë, overthinking self. Ek het daarvan gehou dat hulle, die verskille ten spyt, nie in heftige konflik was nie. Eerder besig om algaande te ontdek dat hulle by mekaar kan aanpas en albei sterker daardeur kan kom.
Marita van der Vyver is ’n waardige wenner van die Tafelberg Jeugboekprys en hierdie boek hoort beslis in van der Vyver versamelings. Dit is uitgegee deur Tafelberg, ’n druknaam van Jonathan Ball Uitgewers.