This book targets a diverse audience with compelling material that cannot be found anywhere else. Inside, noted 3D authority R. Shamms Mortier applies his knowledge and expertise to the topic of weaponry-specifically, the 3D weaponry that is such an integral part of big-screen animation, the Web, computer games, and other CD content.
Creating Weaponry and Accessories in 3D focuses on the principles of weapons design, equipping games designers and animators with the understanding they need to work effectively using the tools and platform of their choice. It is also historically accurate, and thus sure to appeal to weapons enthusiasts with an interest in how weapons are designed and represented in various venues. The accompanying CD provides many 3D models that readers can take apart or modify for their own uses, and eight color plates provide examples of the author's own work.
* An essential, unparalleled resource that will appeal to readers both inside and outside the 3D design field
* Focuses on the principles that games developers and animators need to understand to build realistic, effective, and appealing weaponry
* Includes detailed tutorials that demonstrate use of 3D applications and tools to create 3D models of a variety of weapons
* For weapons buffs, presents weapons-design principles in historically and technically accurate terms
* Includes a section of full-color illustrations
* Comes with a CD containing numerous 3D models that can be used in readers' own projects, as well as evaluation copies of several popular 3D design applications
"synopsis" may belong to another edition of this title.
Focusing on a particular kind of 3-D modeling genre is a worthy effort, and in Creating Weaponry and Accessories in 3D, the author attempts to teach the technique of modeling handheld weapons, while at the same time teaching some historical fact. There are times, though, when the accuracy of the writing is in question, and the author's choices of weapons as examples are often too simplistic for any 3-D artist beyond a moderate skill level. The "finished model" often looks like the low-polygon models seen in older video games, without the highly detailed texturing.
The author has broken down the categories of weapons chronologically over six chapters, starting with "Archaic and Prehistoric Weaponry Design" through "Greek and Roman Weaponry Design" to "The Old West." Each chapter is filled with numerous examples, although few are detailed enough to learn from.
Appendix C, "Reference Materials," is a comprehensive bibliography listing over 25 books covering the history and development of weapons through the ages. For the serious weapons designer, this is a worthy list; most of these books feature historical data and photos of real weapons.
Written for the younger, beginning 3-D artist, Creating Weaponry and Accessories in 3D offers some insight into the history and modeling of handheld weapons, but it should be noted that more serious users will quickly outgrow the information presented here. --Mike CaputoFrom the Back Cover:
There are plenty of 3D books that teach you how to model a wealth of 3D content, but until now, there hasn't been one devoted to modeling weapons. If you are interested in exploring 3D modeling by building 3D weapons models from primitive to contemporary times, from clubs and axes to futuristic technologies, you should purchaseCreating Weaponry and Accessories in 3D. Following the tutorials in this book is a fun way to acquire and strengthen key 3D modeling skills, which is an essential area of expertise for developers working on computer games, film special effects, and Web and CD content.
This book offers not only the technical understanding you need to build effective models, but also a serious historical understanding that will make your representations of weapons past, present, and future more accurate and realistic. The accompanying CD helps you get started, providing over 200 weapons models in 3DS format for use as components and instructional examples.
"About this title" may belong to another edition of this title.
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. book. Bookseller Inventory # 125082037
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. Bookseller Inventory # DADAX0125082037
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. New item. Bookseller Inventory # QX-005-73-4771104
Book Description Morgan Kaufmann, 2001. Paperback. Book Condition: New. book. Bookseller Inventory # 0125082037
Book Description Book Condition: Brand New. Book Condition: Brand New. Bookseller Inventory # 97801250820371.0