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| Models |
Nautilus
from 3D Cafe. |
| Software |
Bryce
2, Photoshop |
| Textures |
Bryce
2 and off the net. |
| Plugins |
|
| Notes |
My
first attempt at an underwater scene. |
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- Inspired
3D Short Film Production -
Covering every aspect of the short-film production pipeline,
this book demonstrates each concept and technique through a
combination of general theories, examples, exercises, case studies,
and interviews with short-film directors and industry specialists.
Full of amazing imagery and one-of-a-kind content (including
a robust DVD filled with dozens of award-winning short films)
it is a must-read book for current and future animated filmmakers.
- Inspired
3D Modeling & Texture Mapping -
Examines the strategies for modeling and texture mapping used
by the largest and most respected computer graphic studios in
the world. A valuable exploration of the tested practices of
computer graphics industry veterans.
- Invisible
Art -
Captured by the camera and merged with live action, a distant
galaxy, a lost empire or an impossible landscape can look undeniably
real. And yet, among all the masters of film art's smoke and
mirrors-the fashioners of masks and prosthetic limbs, the pyrotechnic
wizards behind giant, slow motion explosions-matte painters
remain some of the least appreciated artisans. (It is, note
the authors, their very genius that keeps them "unsung":
audiences often don't even know that what they're seeing isn't
real.) This book represents the first sustained look at the
art and technology of matte painting. Featuring over 400 images,
plus interviews with many of the greatest matte painters themselves,
it tells a story of wildly inventive artifice and myriad man-hours,
offering a peek inside a guild of genuine movie magicians.
- Japanese
Game Graphics : Behind the Scenes of Your Favorite Games
-
Each of the 26 games covered (including Final Fantasy X2, Soulcalibur
2, and Oni Musha 2) gets its own fully illustrated chapter to
describe the game and take readers beyond what is seen on the
screen.The artists, illustrators, and creators of each game
are extensively interviewed and they themselves describe what
is unique about their game, what challenges they had to overcome
to create the game, and how the characters and stories were
created. They also describe what software and digital techniques
(often invented especially for the game) were used to create
the look and feel of each game and game world.
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Statement
© Rocketfin
Hobbies All Rights Reserved 1997-2009.
No duplication is allowed in whole or part.
All graphics and designs are copyrighted Rocketfin or the respective end
Clients & Associates.
Rocketfin Hobbies
Fort Lauderdale, Florida U.S.A.
Maya, Bryce,
DAZ, 3D, Cinema, 3ds, MAX, OBJ., CGI, ILM, Art, Graphics, Animation, Textures
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