Книга Juan Jiménez García - Создание 3D моделей в modo 701

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Вышла в свет первая книга по работе в MODO 701. 240 иллюстрированных страниц.

Презентация книги на Youtube

http://

http://www.packtpub.com/building-3d-models-with-modo-701/book

Chapter 1: Изучаем интерфейс
Chapter 2: Начинаем моделировать
Chapter 3: Текстурирование и материалы
Chapter 4: Освещение в сцене
Chapter 5: Подготовка к съемке
Chapter 6: Визуализация
Chapter 7: Пост-обработка

Chapter 1: Knowing the Interface
        Using viewports
            Controlling the viewports
            Customizing the viewport quad
        Working with tabs
            Working with the Model Quad tab
            Working with the Render tab
        Understanding the Tools panel
            Using the Basic tab
            Using the Vertex/Edge/Polygon tabs
                The Vertex tab
                The Edge tab
                The Polygon tab
            Using the Duplicate tab
            Using the Mesh Edit tab
        Understanding the Info panel
            Using the Item List panel
            Using the Shading panel
            Using the Properties panel
        Working with selection methods
            The polygon/vertex/edge modes
            Making quick selections
            Using the Lasso selection tool
            Hiding and unhiding
        Summary

    Chapter 2: Beginning with Modeling
        What's under the modeling tab?
            Layers – organizing your scene
            Moving, scaling, and rotating
            Action centers
            Falloffs
            Work planes
        Basic modeling
            Primitives
            Free form shapes
            The Subdivide tool
            The Bevel tool
            The Extrude tool
            The Bridge tool
            The Slice tool
            The Thicken tool
        Modifying your mesh
            The Element move tool
            The Flex tool
            The Sculpt tool
        Making copies
            The Mirror tool
            The Clone tool
            Making arrays
        Editing the mesh
            Curve Slice and Loop Slice
            Booleans
            Drills
            Mesh Cleanup
        Working with vertices
            Centering
            Setting position
            Merging
        Working with edges
            Bevel
            Bridge
            Slide
            Summary

    Chapter 3: Texturing and Materials
        What is a material?
        What is a texture?
        Using materials
            Creating a material
        Types of materials
            Using diffuse materials
            Using glossy materials
            Using specular materials
            Using emitter materials
            Understanding the base shader and base material properties
                The base shader properties
                The base material properties
        Using the preset library
            Manual creation of a material
        Using textures
            Types of projection
                Planar projection
                Cubic projection
                Spherical projection
            UV mapping
            How to apply textures
        Special effects
            Bump mapping
                Applying bump mapping
            Transparencies
                Applying alpha mapping
            Specular maps
            Fresnel
                Tweaking reflection/fresnel properties
        Summary

    Chapter 4: Illuminating a Scene
        Working with lights
            Adding a light
            Setting the type of a light
            Placing lights
            Enabling/disabling lights
        Types of light
            Spot Light
            Point light
            Area light
            Cylinder light
            Portals
        Illuminating a scene
            Working with previews
            Preview modes
            Quality
            Full Resolution
                The RayGL view
            Cool and warm
            Key lights
            Fill lights
            Contours
        Summary

    Chapter 5: Preparing a Shot
        Placing a camera
            Working with the Rule of Thirds
            Understanding the field of view
            Tilting the shot
            Fixing the verticals
        Adding depth using DOF
            When to use it
            When to avoid it
            How to create it
        Choosing the correct image size
            Size and image depth (dpi)
            Rendering for printing
            Rendering for digital media
        Summary

    Chapter 6: Rendering your Scene
        Understanding indirect illumination
        Montecarlo versus irradiance caching
            Using the montecarlo method
            The irradiance caching method
        Using HDRI illumination
        Using the physical sky simulation
            Adding sunlight
        Setting up the render
            Indirect rays
            Irradiance rays
            Antialiasing
        Rendering with the preview window
        Working with the render window
            Input white level and tone mapping
            Bloom and vignette
            Render region
        Summary

    Chapter 7: The Post-production Phase
        What are render outputs
            Isolating materials with the surface ID output
            The depth output
            The ambient occlusion output
        Working the render into Photoshop
            Blend modes
        Basic corrections
            Levels
            Curves
            Brightness/contrast
            Color correction
            Saturation
        Working with adjustment layers
            Selective enhancing
        A quick look at the blend modes
        Adding special effects
            Bloom (general and selective)
            The bleach bypass
            Depth of field
            Vignetting
            Noise
        A case study
        Summary

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