Reimagining Characters with Unreal Engine's MetaHuman Creator

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1801819149
Total Pages : 356 pages
Book Rating : 4.8/5 (18 download)

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Book Synopsis Reimagining Characters with Unreal Engine's MetaHuman Creator by : Brian Rossney

Download or read book Reimagining Characters with Unreal Engine's MetaHuman Creator written by Brian Rossney and published by Packt Publishing Ltd. This book was released on 2022-12-29 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the power of Unreal Engine 5 and the MetaHuman Creator in this illustrated guide to develop realistic digital characters, infusing them with full body and facial animation Key Features Create realistic characters using the MetaHuman Creator using a mixture of preset and custom tools Import your character into Unreal Engine 5 to access more editing options and begin animating it Combine face and body motion capturing to fully animate your digital humans Book DescriptionMetaHuman Creator (MHC) is an online, user-friendly 3D design tool for creating highly realistic digital humans that can be animated within Unreal Engine (UE) and enhanced with motion capture technology. This means that filmmakers and game developers now have access to a high quality, affordable solution that was previously only available to specialist studios. This book will focus on using UE5 and MHC from a filmmaker angle. Firstly, you’ll understand how to use the online MHC to create a digital character, changing its facial structure, body type, and clothing. After that, you’ll learn all the necessary steps to bring the character into UE5 and set it up for animation. Then, using an iPhone and a webcam to capture face and body movements, you’ll mix these motion capture files, refine the animations using the MetaHuman Control Rig, and save these takes to be reused and edited again within the Level Sequencer. On top of that, you’ll learn how to create a rendered video file for film production using both the Level Sequencer and a VR Cinematic Camera. By the end of this book, you’ll have created your own MetaHuman character, as well as face and body motion capture data, and learned the necessary skills to give your future projects further realism and creative control.What you will learn Create your own bespoke character using MHC Develop custom faces based on real people Utilize Blueprints to take control of your digital character Retarget animations using the Unreal Mannequin Use DeepMotion and Live Link for complete body and face animation Use the Control Rig to refine animations Export and render your character Who this book is for This book is for filmmakers and hobbyists who are planning to make a film using Unreal Engine for the first time, having worked in live action or purely digital media previously, either professionally or as a hobby. No experience with Unreal Engine is required, however it is useful to have some knowledge of 3D development applications and concepts like wireframes, skin weights, transform tools, and motion capture. It is recommended that you have access to an iPhone X (or a later model). Alternatively, you can use a free or paid version of Faceware, along with a basic webcam.

Office Shock

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Author :
Publisher : Berrett-Koehler Publishers
ISBN 13 : 1523003693
Total Pages : 381 pages
Book Rating : 4.5/5 (23 download)

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Book Synopsis Office Shock by : Bob Johansen

Download or read book Office Shock written by Bob Johansen and published by Berrett-Koehler Publishers. This book was released on 2023-01-17 with total page 381 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A thoughtful, practical read about the future of the flexible office."—Adam Grant “Office shock” is an abrupt, unsettling change in where, when, how, and even why we work. In this visionary book, three prominent futurists argue that the office is both a place and a process—offices and officing—with a new range of choices, including what they call the emerging officeverse. To see the possibilities with fresh eyes, we must use future-back thinking to ask, What is the purpose of your officing? What are the outcomes—especially regarding climate—you want to achieve? With whom do you want to office? How will you augment your intelligence? Where and when will you office? How will you create an agile office? Traditional offices were often unfair, uncomfortable, uncreative, and unproductive. This book explores how to seize this great opportunity to transform office work.

ZBrush Digital Sculpting Human Anatomy

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 0470599871
Total Pages : 862 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis ZBrush Digital Sculpting Human Anatomy by : Scott Spencer

Download or read book ZBrush Digital Sculpting Human Anatomy written by Scott Spencer and published by John Wiley & Sons. This book was released on 2010-12-16 with total page 862 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking into account that many of today's digital artists -- particularly 3D character animators -- lack foundational artistic instruction, this book teaches anatomy in a coherent and succinct style. A clear writing style explains how to sculpt an accurate human figure, starting with the skeleton and working out to muscle, fat, and skin. Insightful explanations enable you to quickly and easily create and design characters that can be used in film, game, or print, and allows you to gain a strong understanding of the foundational artistic concepts. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

ZBrush Character Creation

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118037065
Total Pages : 808 pages
Book Rating : 4.1/5 (18 download)

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Book Synopsis ZBrush Character Creation by : Scott Spencer

Download or read book ZBrush Character Creation written by Scott Spencer and published by John Wiley & Sons. This book was released on 2011-01-13 with total page 808 pages. Available in PDF, EPUB and Kindle. Book excerpt: A stunning, content-rich update to this top-selling ZBrush guide! This second edition of ZBrush Character Creation has been fully updated for ZBrush 4, the newest version of this fascinating and popular 3D sculpting software. ZBrush enables users to create detailed organic models using a brush-based toolset and tablet. The startling results look as though they've been painted with real brushes and oils, and ZBrush is increasingly popular for use in film, game, and broadcast pipelines. Author Scott Spencer is embedded in the ZBrush community and his movie credits include Harry Potter and The Order of the Phoenix and the upcoming The Hobbit. Learn Spencer's invaluable techniques for texturing, chiseling, posing, costuming, and more with his newest ZBrush guide. Explains ZBrush 4, the newest version of the revolutionary software tool for creating 3D organic models in a way that appears to be traditionally painted or sculpted Shows you how get the most out of ZBrush, from the fundamentals to new tools for texturing, chiseling, and costuming Offers plenty of insights and professional techniques for creating characters for films and games, drawing from the author's own experience on such films as Harry Potter and The Order of the Phoenix and The Hobbit Demonstrates the author's own techniques of using traditional sculpting and painting concepts and applying them to digital art for greater artistry Discover the beauty of ZBrush with this colorful, in-depth guide.

Unreal Engine Game Development Blueprints

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Publisher : Packt Publishing Ltd
ISBN 13 : 1784391786
Total Pages : 352 pages
Book Rating : 4.7/5 (843 download)

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Book Synopsis Unreal Engine Game Development Blueprints by : Nicola Valcasara

Download or read book Unreal Engine Game Development Blueprints written by Nicola Valcasara and published by Packt Publishing Ltd. This book was released on 2015-12-29 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover all the secrets of Unreal Engine and create seven fully functional games with the help of step-by-step instructions About This Book Understand what a Blueprint is and how to create a complex visual scripting code Discover the infinite possibilities that Unreal Engine offers, and understand which tool to use, where and when Learn to think like a real game developer in order to create enjoyable and bug-free games using this comprehensive and practical handbook Who This Book Is For This book is ideal for intermediate level developers who know how to use Unreal Engine and want to go through a series of projects that will further their expertise. Working knowledge of C++ is a must. What You Will Learn Write clean and reusable Blueprint scripts Develop any kind of game you have in mind, following the rules used by experts Move through Unreal Engine 4, always knowing what you are doing and where to find the right tool for your needs Integrate C++ code into your projects using Visual Studio and the tools that Unreal provides Extricate between classes, nodes, interfaces, macros, and functions Work with different types of assets, from 3D objects to audio sources, from UI buttons to animations Explore all the aspects of the game logic—collisions, navigation meshes, matinees, volumes, events, and states In Detail With the arrival of Unreal Engine 4, a new wonderful tool was born: Blueprint. This visual scripting tool allows even non-programmers to develop the logic for their games, allowing almost anyone to create entire games without the need to write a single line of code. The range of features you can access with Blueprint script is pretty extensive, making it one of the foremost choices for many game developers. Unreal Engine Game Development Blueprints helps you unleash the real power of Unreal by helping you to create engaging and spectacular games. It will explain all the aspects of developing a game, focusing on visual scripting, and giving you all the information you need to create your own games. We start with an introductory chapter to help you move fluidly inside the Blueprint user interface, recognize its different components, and understand any already written Blueprint script. Following this, you will learn how to modify generated Blueprint classes to produce a single player tic-tac-toe game and personalize it. Next, you will learn how to create simple user interfaces, and how to extend Blueprints through code. This will help you make an informed decision between choosing Blueprint or code. You will then see the real power of Unreal unleashed as you create a beautiful scene with moving, AI controlled objects, particles, and lights. Then, you will learn how to create AI using a behavior tree and a global level Blueprint, how to modify the camera, and how to shoot custom bullets. Finally, you will create a complex game using Blueprintable components complete with a menu, power-up, dangerous objects, and different weapons. Style and approach This is an easy-to-follow guide full of practical game examples. Each chapter contains step-by-step instructions to build a complete game and each game uses a different tool in order to cover all the topics in a detailed and progressive manner.

Procedural Content Generation for C++ Game Development

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1785886355
Total Pages : 304 pages
Book Rating : 4.7/5 (858 download)

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Book Synopsis Procedural Content Generation for C++ Game Development by : Dale Green

Download or read book Procedural Content Generation for C++ Game Development written by Dale Green and published by Packt Publishing Ltd. This book was released on 2016-01-30 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to know techniques and approaches to procedurally generate game content in C++ using Simple and Fast Multimedia Library About This Book This book contains a bespoke Simple and Fast Multimedia Library (SFML) game engine with complete online documentation Through this book, you'll create games that are non-predictable and dynamic and have a high replayability factor Get a breakdown of the key techniques and approaches applied to a real game. Who This Book Is For If you are a game developer who is familiar with C++ and is looking to create bigger and more dynamic games, then this book is for you. The book assumes some prior experience with C++, but any intermediate concepts are clarified in detail. No prior experience with SFML is required. What You Will Learn Discover the systems and ideology that lie at the heart of procedural systems Use Random number generation (RNG) with C++ data types to create random but controlled results Build levels procedurally with randomly located items and events Create dynamic game objects at runtime Construct games using a component-based approach Assemble non-predictable game events and scenarios Operate procedural generation to create dynamic content fast and easily Generate game environments for endless replayability In Detail Procedural generation is a growing trend in game development. It allows developers to create games that are bigger and more dynamic, giving the games a higher level of replayability. Procedural generation isn't just one technique, it's a collection of techniques and approaches that are used together to create dynamic systems and objects. C++ is the industry-standard programming language to write computer games. It's at the heart of most engines, and is incredibly powerful. SFML is an easy-to-use, cross-platform, and open-source multimedia library. Access to computer hardware is broken into succinct modules, making it a great choice if you want to develop cross-platform games with ease. Using C++ and SFML technologies, this book will guide you through the techniques and approaches used to generate content procedurally within game development. Throughout the course of this book, we'll look at examples of these technologies, starting with setting up a roguelike project using the C++ template. We'll then move on to using RNG with C++ data types and randomly scattering objects within a game map. We will create simple console examples to implement in a real game by creating unique and randomised game items, dynamic sprites, and effects, and procedurally generating game events. Then we will walk you through generating random game maps. At the end, we will have a retrospective look at the project. By the end of the book, not only will you have a solid understanding of procedural generation, but you'll also have a working roguelike game that you will have extended using the examples provided. Style and approach This is an easy-to-follow guide where each topic is explained clearly and thoroughly through the use of a bespoke example, then implemented in a real game project.

Beginning C++ Game Programming

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1838647651
Total Pages : 746 pages
Book Rating : 4.8/5 (386 download)

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Book Synopsis Beginning C++ Game Programming by : John Horton

Download or read book Beginning C++ Game Programming written by John Horton and published by Packt Publishing Ltd. This book was released on 2019-10-31 with total page 746 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get to grips with programming techniques and game development using C++ libraries and Visual Studio 2019 Key Features Learn game development and C++ with a fun, example-driven approach Build clones of popular games such as Timberman, Zombie Survival Shooter, a co-op puzzle platformer, and Space Invaders Discover tips to expand your finished games by thinking critically, technically, and creatively Book Description The second edition of Beginning C++ Game Programming is updated and improved to include the latest features of Visual Studio 2019, SFML, and modern C++ programming techniques. With this book, you'll get a fun introduction to game programming by building five fully playable games of increasing complexity. You'll learn to build clones of popular games such as Timberman, Pong, a Zombie survival shooter, a coop puzzle platformer and Space Invaders. The book starts by covering the basics of programming. You'll study key C++ topics, such as object-oriented programming (OOP) and C++ pointers, and get acquainted with the Standard Template Library (STL). The book helps you learn about collision detection techniques and game physics by building a Pong game. As you build games, you'll also learn exciting game programming concepts such as particle effects, directional sound (spatialization), OpenGL programmable shaders, spawning objects, and much more. Finally, you'll explore game design patterns to enhance your C++ game programming skills. By the end of the book, you'll have gained the knowledge you need to build your own games with exciting features from scratch What you will learn Set up your game development project in Visual Studio 2019 and explore C++ libraries such as SFML Explore C++ OOP by building a Pong game Understand core game concepts such as game animation, game physics, collision detection, scorekeeping, and game sound Use classes, inheritance, and references to spawn and control thousands of enemies and shoot rapid-fire machine guns Add advanced features to your game using pointers, references, and the STL Scale and reuse your game code by learning modern game programming design patterns Who this book is for This book is perfect for you if you have no C++ programming knowledge, you need a beginner-level refresher course, or you want to learn how to build games or just use games as an engaging way to learn C++. Whether you aspire to publish a game (perhaps on Steam) or just want to impress friends with your creations, you'll find this book useful.

Game AI Pro 2

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Publisher : CRC Press
ISBN 13 : 1482254808
Total Pages : 577 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Game AI Pro 2 by : Steven Rabin

Download or read book Game AI Pro 2 written by Steven Rabin and published by CRC Press. This book was released on 2015-04-17 with total page 577 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game AI Pro2: Collected Wisdom of Game AI Professionals presents cutting-edge tips, tricks, and techniques for artificial intelligence (AI) in games, drawn from developers of shipped commercial games as well as some of the best-known academics in the field. It contains knowledge, advice, hard-earned wisdom, and insights gathered from across the community of developers and researchers who have devoted themselves to game AI. In this book, 47 expert developers and researchers have come together to bring you their newest advances in game AI, along with twists on proven techniques that have shipped in some of the most successful commercial games of the last few years. The book provides a toolbox of proven techniques that can be applied to many common and not-so-common situations. It is written to be accessible to a broad range of readers. Beginners will find good general coverage of game AI techniques and a number of comprehensive overviews, while intermediate to expert professional game developers will find focused, deeply technical chapters on specific topics of interest to them. Covers a wide range of AI in games, with topics applicable to almost any game Touches on most, if not all, of the topics necessary to get started in game AI Provides real-life case studies of game AI in published commercial games Gives in-depth, technical solutions from some of the industry’s best-known games Includes downloadable demos and/or source code, available at http://www.gameaipro.com

Object-Oriented Feminism

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Publisher : U of Minnesota Press
ISBN 13 : 1452952094
Total Pages : 249 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Object-Oriented Feminism by : Katherine Behar

Download or read book Object-Oriented Feminism written by Katherine Behar and published by U of Minnesota Press. This book was released on 2016-11-01 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essays in Object-Oriented Feminism explore OOF: a feminist intervention into recent philosophical discourses—like speculative realism, object-oriented ontology (OOO), and new materialism—that take objects, things, stuff, and matter as primary. Object-oriented feminism approaches all objects from the inside-out position of being an object too, with all of its accompanying political and ethical potentials. This volume places OOF thought in a long history of ongoing feminist work in multiple disciplines. In particular, object-oriented feminism foregrounds three significant aspects of feminist thinking in the philosophy of things: politics, engaging with histories of treating certain humans (women, people of color, and the poor) as objects; erotics, employing humor to foment unseemly entanglements between things; and ethics, refusing to make grand philosophical truth claims, instead staking a modest ethical position that arrives at being “in the right” by being “wrong.” Seeking not to define object-oriented feminism but rather to enact it, the volume is interdisciplinary in approach, with contributors from a variety of fields, including sociology, anthropology, English, art, and philosophy. Topics are frequently provocative, engaging a wide range of theorists from Heidegger and Levinas to Irigaray and Haraway, and an intriguing diverse array of objects, including the female body as fetish object in Lolita subculture; birds made queer by endocrine disruptors; and truth claims arising in material relations in indigenous fiction and film. Intentionally, each essay can be seen as an “object” in relation to others in this collection. Contributors: Irina Aristarkhova, University of Michigan; Karen Gregory, University of Edinburgh; Marina Gržinić, Slovenian Academy of Science and Arts; Frenchy Lunning, Minneapolis College of Art and Design; Timothy Morton, Rice University; Anne Pollock, Georgia Tech; Elizabeth A. Povinelli, Columbia University; R. Joshua Scannell, CUNY Graduate Center; Adam Zaretsky, VASTAL.

Artificial Intelligence and Games

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Author :
Publisher : Springer
ISBN 13 : 3319635190
Total Pages : 337 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Artificial Intelligence and Games by : Georgios N. Yannakakis

Download or read book Artificial Intelligence and Games written by Georgios N. Yannakakis and published by Springer. This book was released on 2018-02-17 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.

Aliens in Popular Culture

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Publisher : Bloomsbury Publishing USA
ISBN 13 :
Total Pages : 432 pages
Book Rating : 4.2/5 (16 download)

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Book Synopsis Aliens in Popular Culture by : Michael M. Levy

Download or read book Aliens in Popular Culture written by Michael M. Levy and published by Bloomsbury Publishing USA. This book was released on 2019-03-22 with total page 432 pages. Available in PDF, EPUB and Kindle. Book excerpt: An indispensable resource, this book provides wide coverage on aliens in fiction and popular culture. The wide impact that the imagined alien has had upon Western culture has not been surveyed before; in many cases the essays in Aliens in Popular Culture are the first written on the topic. The book is a compendium of short entries on notable uses of aliens in popular culture across different media and platforms by almost 90 researchers in the field. It covers science fiction from the late nineteenth century into the twenty-first century, including books, films, television, comics, games, and even advertisements. Individual essays point to the ways in which the imagined alien can be seen as a reflection of different fears and tensions within society, above all in the Anglo-American world. The book additionally provides an overview for context and suggestions for further reading. All varieties of readers will find it to be a comprehensive reference about the extra-terrestrial in popular culture.

Blender 3D By Example

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Publisher : Packt Publishing Ltd
ISBN 13 : 1789617995
Total Pages : 644 pages
Book Rating : 4.7/5 (896 download)

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Book Synopsis Blender 3D By Example by : Oscar Baechler

Download or read book Blender 3D By Example written by Oscar Baechler and published by Packt Publishing Ltd. This book was released on 2020-05-29 with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get up and running with Blender 3D through a series of practical projects that will help you learn core concepts of 3D design like modeling, sculpting, materials, textures, lighting, and rigging using the latest features of Blender 2.83 Key Features • Learn the basics of 3D design and navigate your way around the Blender interface • Understand how 3D components work and how to create 3D content for your games • Familiarize yourself with 3D Modeling, Texturing, Lighting, Rendering and Sculpting with Blender Book Description Blender is a powerful 3D creation package that supports every aspect of the 3D pipeline. With this book, you'll learn about modeling, rigging, animation, rendering, and much more with the help of some interesting projects. This practical guide, based on the Blender 2.83 LTS version, starts by helping you brush up on your basic Blender skills and getting you acquainted with the software toolset. You’ll use basic modeling tools to understand the simplest 3D workflow by customizing a Viking themed scene. You'll get a chance to see the 3D modeling process from start to finish by building a time machine based on provided concept art. You will design your first 2D character while exploring the capabilities of the new Grease Pencil tools. The book then guides you in creating a sleek modern kitchen scene using EEVEE, Blender’s new state-of-the-art rendering engine. As you advance, you'll explore a variety of 3D design techniques, such as sculpting, retopologizing, unwrapping, baking, painting, rigging, and animating to bring a baby dragon to life. By the end of this book, you'll have learned how to work with Blender to create impressive computer graphics, art, design, and architecture, and you'll be able to use robust Blender tools for your design projects and video games. What you will learn • Explore core 3D modeling tools in Blender such as extrude, bevel, and loop cut • Understand Blender's Outliner hierarchy, collections, and modifiers • Find solutions to common problems in modeling 3D characters and designs • Implement lighting and probes to liven up an architectural scene using EEVEE • Produce a final rendered image complete with lighting and post-processing effects • Learn character concept art workflows and how to use the basics of Grease Pencil • Learn how to use Blender's built-in texture painting tools Who this book is for Whether you're completely new to Blender, or an animation veteran enticed by Blender's newest features, this book will have something for you. Table of Contents • Introduction to 3D and the Blender User Interface • Editing a Viking Scene with a Basic 3D Workflow • Modeling a Time Machine - Part 1 • Modeling a Time Machine - Part 2 • Modern Kitchen - Part 1: Kitbashing • Modern Kitchen - Part 2: Materials and Textures • Modern Kitchen - Part 3: Lighting and Rendering • Illustrating an Alien Hero with Grease Pencil • Animating an Exquisite Corpse in Grease Pencil • Animating a Stylish Short with Grease Pencil • Creating a Baby Dragon - Part 1: Sculpting • Creating a Baby Dragon - Part 2: Retopology • Creating a Baby Dragon - Part 3: UV Unwrapping • Creating a Baby Dragon - Part 4: Baking and Painting Textures • Creating a Baby Dragon - Part 5: Rigging and Animation • The Wide World of Blender

The Otherworldly Adventures of Tyler Washburn

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Author :
Publisher :
ISBN 13 : 9781933492773
Total Pages : 0 pages
Book Rating : 4.4/5 (927 download)

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Book Synopsis The Otherworldly Adventures of Tyler Washburn by :

Download or read book The Otherworldly Adventures of Tyler Washburn written by and published by . This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: When Tyler's crazy inventions catch the notice of his school principal he is given the opportunity to study in a place for kids with talents like his, but first he has to get used to being the new kid in an intergalactic classroom full of aliens.

Museum Politics

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Publisher : U of Minnesota Press
ISBN 13 : 9781452906096
Total Pages : 336 pages
Book Rating : 4.9/5 (6 download)

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Book Synopsis Museum Politics by : Timothy W. Luke

Download or read book Museum Politics written by Timothy W. Luke and published by U of Minnesota Press. This book was released on 2002 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt:

ZBrush Creature Design

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 1118236262
Total Pages : 1196 pages
Book Rating : 4.1/5 (182 download)

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Book Synopsis ZBrush Creature Design by : Scott Spencer

Download or read book ZBrush Creature Design written by Scott Spencer and published by John Wiley & Sons. This book was released on 2012-04-06 with total page 1196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Zero in on the most cutting-edge trend in creature design for film and games: ZBrush! ZBrush allows you to develop a creature for film and games in realistic, 3D format. With this book, you will learn how to create a unique creature from start to finish and search for and repair any foreseeable problems. Clear instructions guide you through using Photoshop in combination with ZBrush to finely render a creature so you can see how it will appear on screen. Experienced ZBrush author and designer Scott Spencer shows you how to start with your concept in ZBrush as a preliminary digital model and then further refine it in Photoshop in order to fabricate a hyperrealistic image. Guides you through artistic concepts to visualize your creature Walks you through the process of conceptualizing a creature in ZBrush Details techniques for using Photoshop to refine your design Encourages you to use ZBrush as a sculpting and designing tool and then use Photoshop as a painting and finishing tool ZBrush Creature Design helps you bring your creature concepts to life.

Bound & Gagged

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Author :
Publisher : Tribune Publishing Company
ISBN 13 : 9780941263634
Total Pages : 100 pages
Book Rating : 4.2/5 (636 download)

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Book Synopsis Bound & Gagged by : Dana Summers

Download or read book Bound & Gagged written by Dana Summers and published by Tribune Publishing Company. This book was released on 1992 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Medical Anthropology

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Author :
Publisher : Oxford University Press, USA
ISBN 13 : 9780199797080
Total Pages : 0 pages
Book Rating : 4.7/5 (97 download)

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Book Synopsis Medical Anthropology by : Andrea S. Wiley

Download or read book Medical Anthropology written by Andrea S. Wiley and published by Oxford University Press, USA. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: An ideal core text for introductory courses, Medical Anthropology: A Biocultural Approach, Second Edition, offers an accessible and contemporary overview of this rapidly expanding field. For each health issue examined in the text, the authors first present basic biological information on specific conditions and then expand their analysis to include evolutionary, historical, and cross-cultural perspectives on how these issues are understood. Medical Anthropology considers how a biocultural approach can be applied to more effective prevention and treatment efforts and underscores medical anthropology's potential to improve health around the world.