Over 60 recipes to sculpt digital masterpieces like a modern Michelangelo
In Detail
"Mudbox 2013 Cookbook" covers a variety of techniques that can be used to bring your imagination to life. You will be able to create detailed characters and environments like the ones found in games, movies, and on television. Each recipe is one more building block towards digitally sculpting your ideas into reality.
"Mudbox 2013 Cookbook" is written in recipes so that you can refer back to it whenever you seek help. The advanced techniques described in this book cover the whole spectrum of Mudbox's capabilities. With this book you will learn the foundational techniques in using Mudbox as well as more advanced ones
"Mudbox 2013 Cookbook" will guide the reader step by step through the process of creating brushes, sculpting, 3d painting, lighting assets, extracting normal maps, and many other techniques. If a recipe is too advanced for you then you can visit the suggested recipes listed at the end of the recipe to learn supporting techniques. Supporting images are used for readers who understand things more visually. Each recipe is rated for difficulty so that you can find techniques that line up with your skill level. Once you complete the beginner and intermediate recipes you will be able to move on to the more advanced recipes.
What will you learn from this book
Approach
Written in cookbook style, this book offers many recipes to learn digital sculpting with Mudbox. Each recipe contains step-by-step instructions followed by analysis of what was done in each task and other useful information. The book is designed so that you can read it chapter by chapter, or you can look at the list of recipes and refer to them in no particular order
Who this book is written for
This book is for 3D modelers and texture artists who are, or would like to be, working in the games, movies, product design, television, medical imaging, or advertising industries. By learning the techniques in this book you will be able to create "next gen" assets for the game industry, create realistic creatures and sets for movies, and add the fine details needed for medical images and animations. Whether you are an Environment Artist or a Character Artist there is much to learn from this book.
"synopsis" may belong to another edition of this title.
Jeremy Roland
Jeremy Roland is a 3D Environment Artist who has worked for over 10 years in industries such as architecture, film, television, game design, and education. While studying at Virginia Commonwealth University, in both Computer Science and Communication Arts and Design with a focus in Kinetic Imagery, he began his career through an internship at the local ABC television station. Once the internship was over he moved on to the local NBC television station where he worked as a Production Assistant, a Motion Graphics Artist, and an Art Director for two years.
Once he left NBC, he moved out to the Bay Area in California where he began working in Architecture as a 3D Consultant. While continuing his consulting work as well as doing some side work creating logos for websites, he became a Lab Technician at the Academy of Art University in San Francisco. Jeremy soon began teaching modeling, texturing, and lighting classes at the academy and is currently the Lab Supervisor as well as a Teacher for the Game Design Department at the academy.
During his time at the academy he took off a few semesters to travel the world for eight months, as well as work for Golden Era Productions where he worked on films and other projects as both a 3D Artist and a Compositor. This contract job lasted about six months. On another semester off, Jeremy worked as a Visual Effects Supervisor on a music video for James Perry. While writing this book Jeremy was also juggling a full time job at the Academy of Art, a contract position as an Environment Artist at Rocket Ninja game company, and working as the Lead Technical Artist at a start up game company called Press Start. Throughout his career he has taken on many side projects, including writing this book.
Sagar Patel
Sagar Patel is currently a 2D and 3D Artist in the games industry. After working on multiple mobile games with Tall Chair, Inc. and CG related art with Aatma Studio, he became an Art Lead at Whitemoon Dreams, Inc. in Los Angeles, CA. Sagar is currently responsible for managing art and working with teams to maintain the vision of various properties in production.
"About this title" may belong to another edition of this title.
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