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3D and animation Books

3D computer graphics can be divided into three basic phases: Modeling, Scene layout and Rendering. In the modeling phase, the 3d objects are created. The Scene layout phase involves the distribution of those objects, defining colors and textures, placing lights and adjusting cameras. The Rendering process is the final step of creating the actual 2D representation from the previously setup 3d scene. This process requires a large amount of prcessor power and sometimes is distributed over a network of computers normally called "Render Farm" where each machine renders only a part of an image. The resources in this section will show you how to master the exciting world of 3d rendering and animation and 3d game programming.

Newest 3D and animation Books

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Launching the Imagination: A Comprehensive Guide to Basic Design (ISBN#0072870613)

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Learning Computer Graphics: From 3D Models to Animated Movies on Your PC

The focus of this book is to introduce a beginner to the basics of computer graphics. The authors' approach is to provide an introduction to the four main concepts: modeling, rendering, animation, and image manipulation and to provide a "learning-by-doing" environment comprising plenty of hands-on exercises and software. The graphics library provided with the book will help to simplify the programming required of readers whilst providing a robust platform for experimentation. Exercises at the en...

Exploring 3d Animation with Maya 7

It's all about creating believable 3D animation and visual effects. And this very practical and motivating book, written by two leading animators, delivers the kind of detailed knowledge of Maya® that’s needed to make truly lifelike characters. Step-by-step tutorials defining the entire animation process take readers through all the tools available in Maya for making refined movement. Drawing on their years of experience animating characters for "The Simpsons" and "King of the Hill," the au...

Sams Teach Yourself 3D Studio MAX 2 in 14 Days

This introductory course to 3D Studio Max 2 contains 14 chapters, each of which consists of a day's work and builds upon preceding chapters. (A few of the more advanced tasks are covered over two days.) You start off with a tour of the interface and go on to learn the basics of modeling, transforms and modifiers, spline-based modeling and lofting, and Non-Uniform Rational B-Spline (NURBS) modeling and Patches. You also learn how to create materials and maps, work with lighting and atmosphere, ma...

Design First for 3D Artists

The most overlooked component in 3D animation is design. This is a cross-platform book that shows how to apply the techniques of pre-visualization through sketching, color, and photo reference to enhance your 3D....

Introduction to 3D Graphics & Animation Using Maya (Graphics Series)

Written for aspiring designers, modelers, animators, texture artist, and those new to 3D graphics, Introduction to 3D Graphics and Animation Using Maya explores the fundamentals of 3D. Using a variety of practical tutorials, you’ll learn everything you need to know about the techniques and theory behind modeling, rendering, UV editing and layout, texturing, lighting, animation, and character animation. And you’ll learn how to use Maya to put your new 3D knowledge into practice. To be a succes...

3D With Hoops: Build Interactive 3d Graphics into Your C++ Applications

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Digital 3D Design: The Use of 3D Applications in Digital Graphic Design

Digital 3D Design: The Use of 3D Applications in Digital Graphic Design is a compact and visually loaded introduction to 3-D design. With 3-D graphics and animations popping up all over, in movies, computer games, and retail Web sites, many are looking for an entry into this exciting career. But all of the terms, jargon, and applications can be daunting. Author Simon Danaher, an expert in 3-D computer graphics, lays out an accessible and colorfully illustrated guide to it all. His approach will ...

Mathematics for 3D Game Programming & Computer Graphics (Game Development Series (Charles River Media).)

This book illustrates the mathematical concepts that a game developer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. It starts at a fairly basic level in areas such as vector geometry and linear algebra, and then progresses to more advanced topics in 3D programming such as illumination and visibility determination. Particular attention is given to derivatio...

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