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    Wes McDermott - Creating 3D Game Art for the iPhone with Unity - Featuring Modo and Blender Pipeline [2011, PDF, ENG] торрент скачать бесплатно

    Опубликовал: fregat | Дата: 11-07-2015, 05:19 | .torrent скачали: 59

    Wes McDermott - Creating 3D Game Art for the iPhone with Unity - Featuring Modo and Blender Pipeline [2011, PDF, ENG]Год: 2011
    Автор: Wes McDermott
    Жанр: CG Game Design
    Издательство: Focal Press
    ISBN: 978-0-240-81563-3
    Язык: Английский
    Формат: PDF
    Качество: Отсканированные страницы
    Интерактивное оглавление: Нет
    Количество страниц: 274

    Описание
    As a 3D artist, you'll find yourself presented with numerous opportunities and avenues to explore within different industries. The skills of a 3D artist are used in visual effects, motion graphics, print, architecture, medical, and, of course, games, to name a few. I've been working as a 3D artist for over 11 years and have always been more of a 3D generalist having worked in video, print, and multimedia. Of all the different types of projects I've worked on, creating interactive 3D graphics has been by far the most fun. I started creating interactive training content at my dayjob using Flash. Needing to produce more complex training using 3D content, I began to use Microsoft's XNA Game Studio. It was very rewarding to build 3D content and then be able to bring it to life, so to speak, through interacting with the content in a game environment. For me, it was much more rewarding than just rendering an animation. With games, I could create animations and then program scenarios in which a user could interact with my content in real time. I was hooked! I've read tons of game art books in my time and each one always left me with many questions. Most game art books discuss the typical scenarios of building low-polygon objects, creating normal maps, and so on. But these books never talk about the why. In order to maintain a generalist approach, they leave out the most important aspect of creating real-time content, which is how the 3D content specifically relates to a specific game engine. 3D art is technical, and creating 3D games is even more technical. I feel that you can't realistically talk about creating 3D game content without thoroughly discussing how it relates to the game engine and hardware the content is targeted for and this is what I consider to be this book's main strength. The fundamental difference between this book and a typical game art book is that we are going to take an in-depth look at creating game models, textures, and animation so that they're properly optimized for a specific game engine and hardware that they will run on. Our focus for this book is creating game assets for use in Unity iOS, which was created by Unity Technologies for creating games to deploy on all of Apple's iDevices such as the iPhone, iPod Touch, and iPad.

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