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9781556222535
LightWave 3D 8 Cartoon Character Creation: Volume 1 Modeling & Texturing available in Paperback
![LightWave 3D 8 Cartoon Character Creation: Volume 1 Modeling & Texturing](http://img.images-bn.com/static/redesign/srcs/images/grey-box.png?v11.9.4)
LightWave 3D 8 Cartoon Character Creation: Volume 1 Modeling & Texturing
by Jonny Gorden
Jonny Gorden
- ISBN-10:
- 155622253X
- ISBN-13:
- 9781556222535
- Pub. Date:
- 11/14/2004
- Publisher:
- Jones & Bartlett Learning
- ISBN-10:
- 155622253X
- ISBN-13:
- 9781556222535
- Pub. Date:
- 11/14/2004
- Publisher:
- Jones & Bartlett Learning
![LightWave 3D 8 Cartoon Character Creation: Volume 1 Modeling & Texturing](http://img.images-bn.com/static/redesign/srcs/images/grey-box.png?v11.9.4)
LightWave 3D 8 Cartoon Character Creation: Volume 1 Modeling & Texturing
by Jonny Gorden
Jonny Gorden
Paperback
$49.95
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Overview
Companion CD included with all the featured third-party plug-ins and more!
Character design, modeling, and texturing are the fundamental building blocks of character animation. LightWave 3D [8] Cartoon Character Creation Volume 1: Modeling & Texturing includes both general theory and comprehensive tutorials for every aspect of modeling and texturing 3D characters. Learn how, why, and when to use the most efficient techniques so you can have fun creating your own fantastic 3D characters.
Find out how to configure LightWave 3D for character creation, and learn the necessary steps of the character concept, design, and planning stages; discover multiple methods for modeling characters and clothing using subdivision patches; understand the techniques for creating complex UV mapping; learn about surface attributes and surfacing characters; enhance the appearance of your characters through the use of gradients and procedural textures; explore a variety of techniques for creating image maps and applying them to your characters.
Character design, modeling, and texturing are the fundamental building blocks of character animation. LightWave 3D [8] Cartoon Character Creation Volume 1: Modeling & Texturing includes both general theory and comprehensive tutorials for every aspect of modeling and texturing 3D characters. Learn how, why, and when to use the most efficient techniques so you can have fun creating your own fantastic 3D characters.
Find out how to configure LightWave 3D for character creation, and learn the necessary steps of the character concept, design, and planning stages; discover multiple methods for modeling characters and clothing using subdivision patches; understand the techniques for creating complex UV mapping; learn about surface attributes and surfacing characters; enhance the appearance of your characters through the use of gradients and procedural textures; explore a variety of techniques for creating image maps and applying them to your characters.
Product Details
ISBN-13: | 9781556222535 |
---|---|
Publisher: | Jones & Bartlett Learning |
Publication date: | 11/14/2004 |
Series: | Wordware Game and Graphics Library |
Edition description: | 1E |
Pages: | 471 |
Product dimensions: | 6.00(w) x 8.90(h) x 1.10(d) |
About the Author
Zero Gravity Entertainment
Table of Contents
Introduction | xiii | |
Chapter 1 | Getting Started | 1 |
1.1 | Files and Folders | 1 |
1.2 | Modifying Shortcuts | 3 |
1.3 | Configuring Modeler | 4 |
Options | 4 | |
Interface | 6 | |
1.4 | Configuring Layout | 9 |
Options | 9 | |
Interface | 12 | |
Part I | Preparation | |
Chapter 2 | Concept Stage | 18 |
2.1 | Character Design | 18 |
What and Who | 18 | |
Research | 19 | |
2.2 | Analyzing the Concept | 21 |
2.3 | Preparation | 23 |
Read the Script | 23 | |
Size Counts | 25 | |
Background Images | 26 | |
Part II | Morfi | |
Chapter 3 | Creating Morfi | 32 |
3.1 | Modeler Setup | 32 |
3.2 | Modeling the Body | 34 |
Torso | 34 | |
Legs and Feet | 39 | |
Arms | 43 | |
Hands | 46 | |
3.3 | Modeling the Head | 56 |
Mouth | 59 | |
Teeth and Tongue | 62 | |
Ears | 64 | |
Eyes | 69 | |
3.4 | Creating Surfaces | 73 |
Weights and Gradients | 75 | |
Creating Weight Maps | 76 | |
Creating Gradients | 77 | |
3.5 | Creating Morphs | 79 |
Creating Mouth Expressions | 80 | |
Opening the Jaw | 82 | |
Creating Eyelid Morphs | 83 | |
Chapter 4 | Rigging Morfi | 85 |
4.1 | Creating Skelegons | 85 |
Spine | 85 | |
Leg | 87 | |
Pelvis | 89 | |
Arm | 89 | |
Hand and Fingers | 90 | |
Eye | 92 | |
Ear and Antenna | 94 | |
4.2 | Weight Mapping | 96 |
Arms | 96 | |
Hands | 97 | |
Head | 98 | |
Legs and Feet | 100 | |
Body | 102 | |
Eyes | 104 | |
Assigning Weights to Skelegons | 106 | |
Preparing for Layout | 107 | |
4.3 | Layout | 108 |
Object Properties | 108 | |
Converting Skelegons | 110 | |
Parenting the Bones | 111 | |
Adjusting the Leg Bones | 114 | |
Adjusting the Arm Bones | 116 | |
Creating Animation Controls | 118 | |
Creating Control Parents | 121 | |
Configuring the Controls | 122 | |
Bone Settings | 124 | |
Bone Strength | 129 | |
Mirroring the Rig | 130 | |
Organizing the Rig | 132 | |
4.4 | Advanced Rigging | 134 |
Eyes and Eyelids | 134 | |
Eye Stretching | 135 | |
Eyelid Automation | 139 | |
Adding More Eyelid Controls | 143 | |
Testing the Rig | 144 | |
Part III | Hamish | |
Chapter 5 | Modeling | 148 |
5.1 | Subpatch Modeling 101 | 148 |
Subpatch Limitations | 149 | |
Subpatch Guidelines | 150 | |
Subpatch Distortion | 152 | |
5.2 | Modeler Setup | 153 |
5.3 | Modeling the Head | 154 |
Basic Shapes | 154 | |
Eye Sockets | 157 | |
Nose | 159 | |
Mouth | 166 | |
Ears | 173 | |
Adjusting the Shapes | 181 | |
Creating the Details | 182 | |
Ears | 183 | |
Nostrils | 187 | |
Nose Wrinkles | 190 | |
Eyes and Eyelids | 194 | |
Eyebrows | 197 | |
Adjusting the Proportions | 201 | |
Inner Mouth | 204 | |
Gums | 206 | |
Tongue | 209 | |
Teeth | 211 | |
Closing the Mouth | 216 | |
Final Details | 218 | |
Hair | 219 | |
Final Eyeballs | 221 | |
5.4 | Modeling the Body | 224 |
Torso | 225 | |
Arms | 228 | |
Groin | 230 | |
Legs | 232 | |
Hands | 236 | |
Fingers | 241 | |
Feet | 246 | |
Toes | 250 | |
Detail | 254 | |
5.5 | Modeling Clothes | 256 |
Shoes | 256 | |
Pants | 263 | |
Shirt | 266 | |
Detailing the Shirt | 271 | |
Socks | 273 | |
5.6 | Creating Morphs | 278 |
Eye Blink | 278 | |
Mouth Open | 280 | |
Chapter 6 | Texturing | 283 |
6.1 | UV Mapping | 283 |
Planning | 283 | |
UV Maps vs. Standard Projections | 284 | |
Analyzing the Model | 284 | |
Surfaces and UV Maps | 286 | |
Multiple Surfaces per UV Map | 286 | |
Multiple UV Maps per Surface | 287 | |
UV Mapping Part of a Surface | 288 | |
Textures and UV Maps | 288 | |
Aspect Ratio | 289 | |
Aligning Texture Size | 290 | |
UV Texture Distortion | 291 | |
Mapping Faces vs. Subpatches | 291 | |
Subpatch Distortion | 291 | |
UV Polygon Scale | 292 | |
Discontinuous UVs | 293 | |
Unwelding Points | 295 | |
Cutting and Pasting | 295 | |
UV Map Creation | 296 | |
Basic Projections | 296 | |
Automatic or Manual Settings | 300 | |
Retaining Scale | 300 | |
Internal Seams | 301 | |
UV Morphs | 302 | |
UV Map Editing | 303 | |
Symmetrical Editing | 303 | |
Transform UV | 303 | |
Quantize UVs | 304 | |
Checkerboard Test | 304 | |
6.2 | Creating the UV Maps | 305 |
UV Mapping the Head | 305 | |
Creating a UV Morph | 306 | |
Creating the UV Map | 306 | |
Initial Editing | 310 | |
Checkerboard Test | 313 | |
Editing the UV Map | 316 | |
Adjusting Texture Scale | 318 | |
UV Mapping the Nose | 319 | |
Editing the UV Map | 321 | |
Merging the Head | 323 | |
UV Mapping the Ears | 323 | |
Creating the UV Morph | 323 | |
Creating the UV Map | 325 | |
Adjusting the UV Map | 327 | |
Editing the UV Map | 330 | |
Creating the Body UVs | 332 | |
UV Mapping the Torso | 332 | |
UV Mapping the Arms | 334 | |
UV Mapping the Legs | 336 | |
Merging the Arms and Legs | 339 | |
UV Mapping the Hands | 340 | |
Merging Discontinuous UVs | 342 | |
UV Mapping the Feet | 342 | |
Merging the Hands and Feet | 344 | |
Editing the Body UVs | 344 | |
Creating Surfaces | 344 | |
Applying Checkerboards | 345 | |
Adjusting the Checkerboards | 346 | |
Editing the Torso | 348 | |
Editing the Arms and Legs | 348 | |
Editing the Hands and Feet | 349 | |
UV Mapping the Clothes | 350 | |
Creating the Pants UVs | 350 | |
Creating the Sock UVs | 355 | |
Creating the Shoe UVs | 357 | |
Applying Checkerboards | 360 | |
Adjusting the Checkerboards | 361 | |
Editing the Clothes UVs | 362 | |
Preparing for Surfacing | 363 | |
Saving the Object | 364 | |
6.3 | Surfacing | 365 |
Surfaces and Light | 365 | |
Shading Noise Reduction | 365 | |
Surface Preview | 366 | |
Basic Surface Attributes | 366 | |
Color, Luminosity, and Diffuse | 366 | |
Specularity, Glossiness, and Reflection | 367 | |
Transparency, Refraction, and Translucency | 367 | |
Preparing the Scene | 367 | |
Default Lighting Rig | 368 | |
Object Properties | 368 | |
Adjusting the Surfaces | 369 | |
Surfacing the Skin | 370 | |
Surfacing the Mouth | 371 | |
Surfacing the Teeth | 371 | |
Surfacing the Eyes | 371 | |
Surfacing the Hair | 374 | |
Surfacing the Clothes | 375 | |
Surfacing the Shoes | 375 | |
6.4 | Gradients | 376 |
Weight Maps and Gradients | 376 | |
0% or Nothing | 376 | |
Negative Values | 377 | |
Other Input Parameters | 378 | |
Previous Layer | 378 | |
Bump | 378 | |
Incidence Angle | 378 | |
Light Incidence | 378 | |
Creating Gradient Weight Maps | 379 | |
Dark Weight Map | 379 | |
Mouth Weight Maps | 381 | |
Hair Weight Map | 382 | |
Creating the Gradients | 382 | |
Dark Gradient | 382 | |
Other Mouth Gradients | 383 | |
Hair Gradient | 384 | |
6.5 | Procedural Textures | 385 |
Viper Previews | 385 | |
Applying Procedurals | 385 | |
Skin Procedurals | 385 | |
Mouth Procedurals | 389 | |
Clothes Procedurals | 392 | |
Shoe Procedurals | 393 | |
6.6 | Image Maps | 396 |
Image Editing Software | 396 | |
Planning | 396 | |
Image Size | 396 | |
Images vs. Other Textures | 396 | |
Image Formats | 397 | |
Color Resolution | 397 | |
Previewing Image Maps | 397 | |
Creating the Images | 397 | |
Preparing the Images | 400 | |
Final Resolution | 400 | |
Preparing the Layers | 401 | |
Painting Textures | 401 | |
Layers | 402 | |
Maintaining Consistency | 402 | |
Dealing with Seams | 403 | |
Creating the Head Textures | 403 | |
Painting the Color Map | 403 | |
Applying the Color Map | 406 | |
Creating the Bump Map | 407 | |
Creating the Diffuse Map | 411 | |
Creating the Specular Map | 413 | |
Creating the Nose Textures | 415 | |
Painting the Alpha Map | 415 | |
Painting the Color Map | 416 | |
Applying the Color Map | 417 | |
Creating the Bump Map | 419 | |
Creating the Diffuse Map | 420 | |
Creating the Specular Map | 420 | |
Creating the Glossiness Map | 421 | |
Creating the Ear Textures | 423 | |
Creating the Color Map | 423 | |
Creating the Other Maps | 424 | |
Creating the Body Textures | 425 | |
Creating the Arm and Leg Textures | 426 | |
Creating the Color Map | 426 | |
Creating the Bump Map | 429 | |
Creating the Other Maps | 430 | |
Creating Asymmetrical Maps | 431 | |
Creating the Hand and Foot Textures | 433 | |
Adjusting the Procedural Bump | 434 | |
Clothes Textures | 437 | |
Sock Textures | 437 | |
Shoe Textures | 439 | |
Pants Textures | 440 | |
Eye Texture | 441 | |
Projected Textures | 442 | |
Creating the Images | 443 | |
Shoe Textures | 443 | |
Shirt Textures | 444 | |
6.7 | Final Texturing | 447 |
Converting the Images | 447 | |
Final Adjustments | 448 | |
Lighting Tests | 449 | |
Low Light Test | 449 | |
Bright Light Test | 450 | |
6.8 | Render Test | 452 |
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