Character Modeling with Maya and ZBrush

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3D mesh topology
A01=Jason Patnode
Adding Edge Loops
adobe
advanced digital character creation
anatomical modelling
Author_Jason Patnode
Category=A
Category=UG
CG character models
Channel Box
character rigging
Click Tool
Demo Reel
digital sculpting
Displacement Map
edge
Edge Loop
Edge Loop Tool
Enter Edit Mode
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Extensor Carpi Ulnaris Muscle
Extra Edge Loops
film industry
Flexor Carpi Ulnaris Muscle
Game Developers
index
Insert Edge Loop Tool
Latissimus Muscles
loop
Maya
Mental Ray
models
nger
NURBS Object
NURBS Primitive
photoshop
polygon
Quick Select Sets
rendering workflows
RGB Intensity
Sculpt Geometry Tool
split
Split Polygon Tool
subD Surfaces
Thumb Knuckle
tool
Trapezium Bone
UV Mapping
UV unwrapping
video game companies
ZBrush modeling

Product details

  • ISBN 9780240520346
  • Weight: 1132g
  • Dimensions: 189 x 246mm
  • Publication Date: 13 Mar 2008
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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Create believable CG character models with this unique book and downloadable resource package. The stunning color images show just what you can achieve, and the detailed step-by-step tutorials show exactly how to achieve them. Every technique and tip is backed up with practical tutorials, using the models, textures and video on the downloadable resources to offer a crash course to this vital skill. Jason Patnode takes you from low to high-resolution modeling - helping you span the gap between game and film industry skills. Based on Maya 2008 and ZBrush 3.0. You'll learn: Pipeline and modeling guidelines . Overview of Maya . Introduction to ZBrush modeling . Concept art . Anatomy . Creating a video game character . Creating a hyper-real character . Creating a photo-real character . UVs and texturing . How to create a demo reel
Jason Patnode teaches modeling and animation at The Academy of Art University, he has worked in both game and film production and was previously Lead 3D Technical Artist at LucasArts, a division of LucasFilm, California, USA.

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