Building 3D Models with modo 701 Learn the art of next generation 3D content creation with step-by-step instructions from a real-world pro Год: October 2013 Автор: Juan Jiménez García Жанр: CG 3D Graphics MODO Издательство: PacktPub ISBN: 978-184-969-246-5 Язык: Английский Формат: PDF Качество: Изначально компьютерное (eBook) Интерактивное оглавление: Да Количество страниц: 240 Описание: There are always a lot of people asking me very basic questions about my work in 3D art. Sadly, learning how to use 3D software can be tedious and difficult, especially if you base your advances in self learning, which can imply double the effort. This book will focus on those kind of people who want to grow their skills in Luxology modo, but find the information about this software sometimes too hard to find or too technical for a beginner. As that was the case when I started developing my skills in 3D art, I want to help others to understand the basics of this great piece of software, as I wanted to have in my early days. So, what you will find here is less technical information, and more practical definitions and examples, straight to the point and without unnecessary and confusing terminology. I hope you all enjoy this book the same way as I enjoyed, writing it for you. Make a 3D model using your imagination Use tricks of the light to express the mood of your scene Learn how to get photo-real images out of your 3D software Get the most of your final image by enhancing it with Photoshop Make your workflow smooth, fast, and efficient
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Chapter 1: Knowing the Interface Using viewports Controlling the viewports Customizing the viewport quad Working with tabs Working with the Model Quad tab Working with the Render tab Understanding the Tools panel Using the Basic tab Using the Vertex/Edge/Polygon tabs The Vertex tab The Edge tab The Polygon tab Using the Duplicate tab Using the Mesh Edit tab Understanding the Info panel Using the Item List panel Using the Shading panel Using the Properties panel Working with selection methods The polygon/vertex/edge modes Making quick selections Using the Lasso selection tool Hiding and unhiding Summary Chapter 2: Beginning with Modeling What's under the modeling tab? Layers – organizing your scene Moving, scaling, and rotating Action centers Falloffs Work planes Basic modeling Primitives Free form shapes The Subdivide tool The Bevel tool The Extrude tool The Bridge tool The Slice tool The Thicken tool Modifying your mesh The Element move tool The Flex tool The Sculpt tool Making copies The Mirror tool The Clone tool Making arrays Editing the mesh Curve Slice and Loop Slice Booleans Drills Mesh Cleanup Working with vertices Centering Setting position Merging Working with edges Bevel Bridge Slide Summary Chapter 3: Texturing and Materials What is a material? What is a texture? Using materials Creating a material Types of materials Using diffuse materials Using glossy materials Using specular materials Using emitter materials Understanding the base shader and base material properties The base shader properties The base material properties Using the preset library Manual creation of a material Using textures Types of projection Planar projection Cubic projection Spherical projection UV mapping How to apply textures Special effects Bump mapping Applying bump mapping Transparencies Applying alpha mapping Specular maps Fresnel Tweaking reflection/fresnel properties Summary Chapter 4: Illuminating a Scene Working with lights Adding a light Setting the type of a light Placing lights Enabling/disabling lights Types of light Spot Light Point light Area light Cylinder light Portals Illuminating a scene Working with previews Preview modes Quality Full Resolution The RayGL view Cool and warm Key lights Fill lights Contours Summary Chapter 5: Preparing a Shot Placing a camera Working with the Rule of Thirds Understanding the field of view Tilting the shot Fixing the verticals Adding depth using DOF When to use it When to avoid it How to create it Choosing the correct image size Size and image depth (dpi) Rendering for printing Rendering for digital media Summary Chapter 6: Rendering your Scene Understanding indirect illumination Montecarlo versus irradiance caching Using the montecarlo method The irradiance caching method Using HDRI illumination Using the physical sky simulation Adding sunlight Setting up the render Indirect rays Irradiance rays Antialiasing Rendering with the preview window Working with the render window Input white level and tone mapping Bloom and vignette Render region Summary Chapter 7: The Post-production Phase What are render outputs Isolating materials with the surface ID output The depth output The ambient occlusion output Working the render into Photoshop Blend modes Basic corrections Levels Curves Brightness/contrast Color correction Saturation Working with adjustment layers Selective enhancing A quick look at the blend modes Adding special effects Bloom (general and selective) The bleach bypass Depth of field Vignetting Noise A case study Summary
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