Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics)

Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics)

Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics)

more information about Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics)

Editorial Reviews Amazon.com 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 Caputo Book Description 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.

Key Features
* 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 Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics)

Creating Weaponry and Accessories in 3-D (Conquering 3D Graphics),R. Shamms Mortier,Shamms Mortier,Morgan Kaufmann,0125082037,Computer Animation,Computer Bks - Desktop Publishing,Computer Books And Software,Computer Graphics - Design,Computer Graphics - General,Computers,Entertainment & Games - General,Computers / Computer Graphics / Design

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