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Books > Computing & IT > Applications of computing > Image processing > Computer animation

Video-Based Rendering (Paperback): Marcus A. Magnor Video-Based Rendering (Paperback)
Marcus A. Magnor
R1,465 Discovery Miles 14 650 Ships in 10 - 15 working days

Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication engineering. Providing an overview of the state-of-the-art of video-based rendering and details of the fundamental VBR algorithms, the author discusses the advantages, the potential, as well as the limitations of the approach in the context of different application scenarios.

Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback): Jose Sanchez Architecture for the Commons - Participatory Systems in the Age of Platforms (Paperback)
Jose Sanchez
R1,229 Discovery Miles 12 290 Ships in 10 - 15 working days

Architecture for the Commons dives into an analysis of how the tectonics of a building is fundamentally linked to the economic organizations that allow them to exist. By tracing the origins and promises of current technological practices in design, the book provides an alternative path, one that reconsiders the means of achieving complexity through combinatorial strategies. This move requires reconsidering serial production with crowdsourcing and user content in mind. The ideas presented will be explored through the design research developed within Plethora Project, a design practice that explores the use of video game interfaces as a mechanism for participation and user design. The research work presented throughout the book seeks to align with a larger project that is currently taking place in many different fields: The Construction of the Commons. By developing both the ideological and physical infrastructure, the project of the Commons has become an antidote to current economic practices that perpetuate inequality. The mechanisms of the production and governance of the Commons are discussed, inviting the reader to get involved and participate in the discussion. The current political and economic landscape calls for a reformulation of our current economic practices and alternative value systems that challenge the current market monopolies. This book will be of great interest not only to architects and designers studying the impact of digital technologies in the field of design but also to researchers studying novel techniques for social participation and cooperating of communities through digital networks. The book connects principles of architecture, economics and social sciences to provide alternatives to the current production trends.

Introduction to Interactive Digital Media - Concept and Practice (Hardcover): Julia Griffey Introduction to Interactive Digital Media - Concept and Practice (Hardcover)
Julia Griffey
R4,783 Discovery Miles 47 830 Ships in 10 - 15 working days

This book offers a clearly written and engaging introduction to the basics of interactive digital media. As our reliance on and daily usage of websites, mobile apps, kiosks, games, VR/AR and devices that respond to our commands has increased, the need for practitioners who understand these technologies is growing. Author Julia Griffey provides a valuable guide to the fundamentals of this field, offering best practices and common pitfalls throughout. The book also notes opportunities within the field of interactive digital media for professionals with different types of skills, and interviews with experienced practitioners offer practical wisdom for readers. Additional features of this book include: An overview of the history, evolution and impact of interactive media; A spotlight on the development process and contributing team members; Analysis of the components of interactive digital media and their design function (graphics, animation, audio, video, typography, color); An introduction to coding languages for interactive media; and A guide to usability in interactive media. Introduction to Interactive Digital Media will help both students and professionals understand the varied creative, technical, and collaborative skills needed in this exciting and emerging field.

Professional Techniques for Video Game Writing (Hardcover, 2nd edition): Wendy Despain Professional Techniques for Video Game Writing (Hardcover, 2nd edition)
Wendy Despain
R3,948 Discovery Miles 39 480 Ships in 10 - 15 working days

This second edition of Professional Techniques for Video Game Writing is updated with new chapters and new authors, but it's still a no-nonsense guide to the professional craft of writing for video games. Not only does the text cover story and narrative elements, but it also addresses dialogue, documentation, and strategy guides. Seasoned video game writers each address a different topic, including the best way to break into the video game industry, how to be an efficient part of a team, and the principles of narrative design. The book also offers script samples, technical writing advice, effective writing tips, and suggestions for how to innovate in game narrative. Key Features Comprehensive enough for veterans and accessible enough for novices Goes into detail about how to write tutorials, script doctoring, and writing for AAA games Delivers invaluable experiences directly from writers in the games industry Full of practical advice from industry pros on how to get a job, and then how to get the job done Author Bio Wendy Despain has more than two decades of experience spearheading digital media projects. She has worked with teams around the world as a writer, narrative designer, producer, and consultant on interactive experiences ranging from video games to augmented reality. She's worked with EA, Disney, Ubisoft, Cartoon Network, PBS, Marvel, and Wargaming. Currently, she's a Production Director at ArenaNet, makers of the Guild Wars franchise. Her books include: Writing For Videogame Genres: From FPS to RPG Talking to Artists/Talking to Programmers 100 Principles of Game Design

Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Paperback, 3rd Edition): Corrie Parks Fluid Frames - Experimental Animation with Sand, Clay, Paint, and Pixels (Paperback, 3rd Edition)
Corrie Parks
R1,611 Discovery Miles 16 110 Ships in 10 - 15 working days

Once the realm of a few stalwart artists, animating with sand, clay, and wet paint is now accessible for all filmmakers with an experimental frame of mind. Created directly under the camera with frame-by-frame stopmotion, this "fluid frame animation" provides a completely unique visual world for animators. While pioneering animators such as Caroline Leaf, Alexander Petrov, and Ishu Patel paved the way, the availability of frame capture programs, compositing software and digital workflow is opening up new avenues of exploration for artists of all experience levels. This book will walk you through setting up your studio, choosing and working with your materials, and combining the physical under-the-camera production with digital compositing and effects to enhance your animation.

·         Firsthand advice from experimental animation veterans and rising stars in the field

·         Covers the digital aspects of experimental animation, including the latest techniques in After Effects CC

·        

Tutorials and source files for under-the-camera approaches and After Effects enhancements on the book’s companion website

In addition to the practical advice, you’ll find historical and contemporary examples of successful films, step-by-step tutorials for working under the camera and working with the footage digitally, and interviews and tips from artists who are currently pushing the boundaries in these experimental mediums. Stacked with information and images from over 30 artists, this book is an indispensable resource for both the student and professional wishing to get their hands dirty in an increasingly digital world.

Table of Contents

Introduction

Section I: Constructing the Context

1. Definition of Terms

2. A Brief Historical Overview - Three waves of experimental collaboration

Section II: Animation In Practice

3. Finding your voice: Concept and Pre-Visualization

4. Setting Up the Studio

5. Animation techniques

Section III: Individual Lessons: (incl. interviews and/or tutorials with practicing artists)

6. Sand Animation

7. Paint-on-Glass Animation

8. Clay-on-Glass Animation

9. Post-Production

Section IV

10. Conclusion

Appendix: List of Works and Artists

Maple Animation (Paperback): John F. Putz Maple Animation (Paperback)
John F. Putz
R2,788 Discovery Miles 27 880 Ships in 10 - 15 working days

There is nothing quite like that feeling you get when you see that look of recognition and enjoyment on your students' faces. Not just the strong ones, but everyone is nodding in agreement during your first explanation of the geometry of directional derivatives.

If you have incorporated animated demonstrations into your teaching, you know how effective they can be in eliciting this kind of response. You know the value of giving students vivid moving images to tie to concepts. But learning to make animations generally requires extensive searching through a vast computer algebra system for the pertinent functions. Maple Animation brings together virtually all of the functions and procedures useful in creating sophisticated animations using Maple 7, 8, or 9 and it presents them in a logical, accessible way. The accompanying CD-ROM provides all of the Maple code used in the book, including the code for more than 30 ready-to-use demonstrations.

From Newton's method to linear transformations, the complete animations included in this book allow you to use them straight out of the box. Careful explanations of the methods teach you how to implement your own creative ideas. Whether you are a novice or an experienced Maple user, Maple Animation provides the tools and skills to enhance your teaching and your students' enjoyment of the subject through animation.

Writing an Interactive Story (Hardcover): Pierre Lacombe, Gabriel Feraud, Clement Riviere Writing an Interactive Story (Hardcover)
Pierre Lacombe, Gabriel Feraud, Clement Riviere
R3,930 Discovery Miles 39 300 Ships in 10 - 15 working days

Video games have become the world's largest leading cultural product. Though disputed in the past, the narrative qualities of video games have finally secured distinction in the realm of art. This is especially true for interactive games. Writing an Interactive Story will help the reader in navigating the creation process of interactive scripts, in addition to discovering behind the scenes narrative choices of renowned games, and will help you to harness your inner creativity. Guided by master interactive scriptwriters, the text presents its content in the form of a unique writing workshop. With interactive game writing, the player becomes the star of the work. Thanks to this method of storytelling, the morals of the game become resonant. This is because the weight of the narrative's choices and consequences rest fully upon the player. It's the ultimate narrative. Whether you are a video game enthusiast, student, or professional, discover how to create a more immersive personalized experience than ever before and give your players the opportunity to write their own destiny through their choices. The methods, strategies, and secrets of this new art await you. Features exclusive interviews with: David Cage - BAFTA Award for Best Story - Heavy Rain Jean-Luc Cano - BAFTA Award for Best Story - Life Is Strange Joe Penny, David Bowman - Telltale's The Wolf Among Us, The Walking Dead Benjamin Diebling - Beyond Two Souls, Detroit: Become Human Erwan Le Breton - Ubisoft Thomas Veauclin- The Council Fibre Tigre - Out There

iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover): Thomas Lucka iOS Game Development - Developing Games for iPad, iPhone, and iPod Touch (Hardcover)
Thomas Lucka
R5,367 Discovery Miles 53 670 Ships in 10 - 15 working days

The book offers information about the iOS platform. It explains the use of OpenGL ES for 2D/3D graphics and OpenAL for sound, both of which are recommended for game performance on the iOS platform. It covers new APIs such as the GLKit, GameKit, and Box2D Physics Engine.

Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover): Svitlana Kloetzl, Birgit Swoboda Interpersonal Positioning in English as a Lingua Franca Interactions (Hardcover)
Svitlana Kloetzl, Birgit Swoboda
R4,488 Discovery Miles 44 880 Ships in 10 - 15 working days

This book offers a critical reflection on interpersonal positioning across both large- and small-scale contexts and highlights the multi-faceted nature of intercultural communication in today's global world. The volume establishes positioning primarily as the negotiation of interpersonal relationships, and draws on concepts from across disciplines by way of reappraisal before applying them to two specific domains: MMORPGs (Massively Multiplayer Online Role-Playing Games) and private ELF couple interaction. While acknowledging and showcasing the unique features of positioning in these two contexts, Kloetzl and Swoboda point to their commonalities by looking at how language and specifically English is used as a communicative resource in lingua franca situations. The book also identifies new directions for future methodological innovations in that it demonstrates how the same interaction can be looked at in methodologically-different ways and how the authors' own positions projected on to such interaction create an integrated tri-partite perspective on the two domains. Shedding light on interpersonal positioning in different contexts and in turn on global communication more generally, this book will be of particular interest to students and researchers in discourse analysis, pragmatics, computer-mediated communication, sociolinguistics, and applied linguistics.

Character Design From the Ground Up (Hardcover): Kevin Crossley Character Design From the Ground Up (Hardcover)
Kevin Crossley
R5,059 Discovery Miles 50 590 Ships in 10 - 15 working days

This book provides a complete overview of character design, starting with the basics of materials, equipment, and software. It explains the processes professional character designers follow to develop characters for publishing, games, and film.

Metaprogramming GPUs with Sh (Hardcover): Michael McCool, Stefanus Du Toit Metaprogramming GPUs with Sh (Hardcover)
Michael McCool, Stefanus Du Toit
R3,379 Discovery Miles 33 790 Ships in 10 - 15 working days

This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.

Digital Queer Cultures in India - Politics, Intimacies and Belonging (Paperback): Rohit K. Dasgupta Digital Queer Cultures in India - Politics, Intimacies and Belonging (Paperback)
Rohit K. Dasgupta
R1,294 Discovery Miles 12 940 Ships in 10 - 15 working days

Sexuality in India offers an expression of nationalist anxieties and is a significant marker of modernity through which subjectivities are formed among the middle class. This book investigates the everyday experience of queer Indian men on digital spaces. It explores how queer identities are formed in virtual spaces and how the existence of such spaces challenge and critique 'Indian'-ness. It also looks at the role of class and intimacy within the discourse. This work argues that new media, social networking sites (SNSs), both web and mobile, and related technologies do not exist in isolation; rather they are critically embedded within other social spaces. Similarly, online queer spaces exist parallel to and in conjunction with the larger queer movement in the country. This book will be of great interest to scholars and researchers of gender studies, especially men's and masculinity studies, queer and LGBT studies, media and cultural studies, particularly new media and digital culture, sexuality and identity, politics, sociology and social anthropology, and South Asian studies.

C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition): Salvatore A. Buono C# and Game Programming - A Beginner's Guide (Hardcover, 2nd edition)
Salvatore A. Buono
R5,526 Discovery Miles 55 260 Ships in 10 - 15 working days

The second edition of C# and Game Programming offers the same practical, hands-on approach as the first edition to learning the C# language through classic arcade game applications. Complete source code for games like Battle Bit, Asteroid Miner, and Battle Tennis, included on the CD-ROM, demonstrates programming strategies and complements the comprehensive treatment of C# in the text. From the basics of adding graphics and sound to games, to advanced concepts such as the .Net framework and object-oriented programming, this book provides the foundations for a beginner to become a full-fledged programmer. New in this edition: - Supports DirectX 9.0 - Revised programs and examples - Improved frame rate for game examples

The FORCE Companion - Quick Tips and Tricks (Paperback): Mike Mattesi, Swendly Benilia The FORCE Companion - Quick Tips and Tricks (Paperback)
Mike Mattesi, Swendly Benilia
R1,276 Discovery Miles 12 760 Ships in 10 - 15 working days

Swendly Benilia shares with us simple and tangible tips and tricks to understanding and drawing FORCE across hundreds of drawings full of dunamism and energy! This book is an expellant companion to the FORCE brand since it delivers hundreds of FORCE drawings with succinct notations, filtered and approved by Mike Mattesi, about how to improve your FORCE drawing skills Key Features: Hundreds of dynamic FORCE drawing that inspire the reader to see and draw FORCE Succinct tips and tricks keep it light and educational The tips and tricks not only explain how but also why the drawings are successful. This is unique to the FORCE Drawing method Each page shares numerous drawing around a FORCE idea with a short paragraph to further clarify the FORCE tip or trick. Explaining to the reader why the drawings work increases their ability of achieving the same level of excellence Swendly Benilia is a professional character designer and illustrator. During his five years in the field he contributed with artwork for various game and publishing projects. Swendly also instructs FORCE Drawing. Michael Mattesi has authored four FORCE books, published in numerous languages, utilized around the world to inspire and educate artists on the concept of FORCE. He has instructed FORCE Drawing for over twenty years and inspired thousands of artists. Simultaneously, Michael has been contributing his skills as a professional artists on numerous award-winning projects in varied capacities and has collaborated with Pixar, Walt Disney Feature Animation, Walt Disney Consumer Products, Marvel Comics, Hasbro Toys, ABC, Microsoft, Electronic Arts, DreamWorks/PDI, Zynga, The School of Visual Arts, Beijing University, Art Center, Scuola Internazionale di Comics, San Jose State University. The Academy of Art University, Nickelodeoan, LeapFrog and many others. Micael's students occupy all fields of the art industry and have themselves gained prestige for their abilities. Michael lives in northern California with his wife and two daughters. Visit him at: DrawingFORCE.com and connect with Michael on Facebook at: DrawingFORCE.com with Mike Mattesi or email him directly: [email protected] Key Features Hundreds of dynamic FORCE drawings that inspire the reader to see and draw FORCE. Compact tips and tricks keep it light and educational. The tips and tricks explain how and why the drawings are successful. Explaining to the you why the drawings work increases your ability of achieving the same level of excellence.

Game Audio with FMOD and Unity (Hardcover): Ciaran Robinson Game Audio with FMOD and Unity (Hardcover)
Ciaran Robinson
R5,633 Discovery Miles 56 330 Ships in 10 - 15 working days

Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website.

Digital Mayhem 3D Machine Techniques - Where Inspiration, Techniques and Digital Art meet (Hardcover): Duncan Evans Digital Mayhem 3D Machine Techniques - Where Inspiration, Techniques and Digital Art meet (Hardcover)
Duncan Evans
R3,945 Discovery Miles 39 450 Ships in 10 - 15 working days

Inspire your own creativity with Digital Mayhem 3D Machine Techniques. Compiled by Duncan Evans, founder of 3D Artist Magazine, this book is the next installment of the Digital Mayhem series. Explore, page after page, spectacular machine images created by the industry's top talent. With over 500 stunning images, Digital Mayhem 3D Machine Techniques is not your basic software manual. It is where technique and inspiration meet - a detailed and innovative guide to great machine images. Each chapter contains vibrant images and an explanation of the artist's workflow, including a step-by-step tutorial to help you achieve similar results. From pre-viz to post production, this book takes you through the whole process of creating your very own machine masterpiece! Get inside the minds of the artists with breakdown overviews and supporting imagery to explain what went into their piece. Expand your digital canvas to include a variety of software techniques, tools and workflows. Visit the companion website for additional resources to help you develop your machine technique skills. Key Features Tutorials and images are provided by artists who are from all regions of the world Every image is coupled with a description of the artists' techniques and their problem solving solutions. Helps anyone develop time saving workflow tricks, apply software shortcuts, and keep abreast of industry trends Each artist highlights a specific creative technique or design element, offering cutting-edge insight and technical know-how of digital masters

Games As A Service - How Free to Play Design Can Make Better Games (Hardcover): Oscar Clark Games As A Service - How Free to Play Design Can Make Better Games (Hardcover)
Oscar Clark
R5,215 Discovery Miles 52 150 Ships in 10 - 15 working days

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than theevil ormanipulative experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStationHome. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Redesigning Animation - United Productions of America (Hardcover): Cinzia Bottini Redesigning Animation - United Productions of America (Hardcover)
Cinzia Bottini
R4,218 Discovery Miles 42 180 Ships in 10 - 15 working days

The animation studio United Productions of America (UPA) was able to challenge Disney supremacy in the 1950s entertainment market by creating cutting-edge animated cartoons. UPA films express a simplified audiovisual language consisting of stylized layout designs, asymmetrical compositions, colors applied flatly and in contrast with each other, limited animation and a minimalist use of sound effects. UPA artists developed this innovative style by assimilating those aesthetic features already expressed by Modern painters, graphic designers and advertisers. This book considers UPA films as Modern animations, because they synthesize a common minimalist tendency that was occurring in US animation during the 1940s and 1950s. It examines the conditions under which UPA studio flourished and the figure of its executive producer Stephen Bosustow; the influence of Modernist stylistic features of painting, graphic design and poster advertising on UPA animations; and UPA animated cartoons as case studies of a simplified audiovisual language that influenced 1950s-1960s international productions. Key Features Looks at UPA's origins during the 1940s and postwar American stage, and how this influences later Modern movements and styles Learn about the production methods of UPA and its lasting graphic contribution to animation history Discover how UPA audiovisual styles were born from the assimilation of Modern paintings, graphic art, and poster advertising Explores how UPA influenced animation in other parts of the world, including Romania, Russia, and Japan Highlights the impact UPA had on styles with famous international legends like Dusan Vukotic, Fyodor Khitruk, and Osamu Tezuka

Timing for Animation, 40th Anniversary Edition (Paperback, 3rd edition): Tom Sito Timing for Animation, 40th Anniversary Edition (Paperback, 3rd edition)
Tom Sito; Harold Whitaker, John Halas
R1,441 Discovery Miles 14 410 Ships in 9 - 17 working days

Timing for Animation has been one of the pillars of animation since it was first published in 1981. Now this 40th anniversary edition captures the focus of the original and enhances this new edition with fresh images, techniques, and advice from world-renowned animators. Not only does the text explore timing in traditional animation, but also timing in digital works. Vibrant illustrations and clear directions line the pages to help depict the various methods and procedures to bring your animation to life. Examples include timing for digital production, digital storyboarding in 2D, digital storyboarding in 3D, and the use of After Effects, as well as interactive games, television, animals, and more. Learn how animated scenes should be arranged in relation to each other, how much space should be used, and how long each drawing should be shown for maximum dramatic effect. All you need to breathe life into your animation is at your fingertips with Timing for Animation. Key Features: Fully revised and updated with modern examples and techniques Explores the fundamentals of timing, physics, and animation Perfect for the animation novice and the expert Get straight to the good stuff with simple, no-nonsense instruction on the key techniques like stretch and squash, animated cycles, overlapping, and anticipation. Trying to time weight, mood, and power can make or break an animation-get it right the first time with these tried and tested techniques. Authors Harold Whitaker was a BAFTA-nominated professional animator and educator for 40 years; many of his students number among today's most outstanding animation artists. John Halas, known as "The father of British animation" and formerly of Halas & Batchelor Animation Studio, produced more than 2,000 animation films, including the legendary Animal Farm (1954) and the award-winning Dilemma (1981). He was also the founder and president of the International Animated Film Association (ASIFA) and former Chairman of the British Federation of Film Societies. Tom Sito is Professor of Animation at the University of Southern California and has written numerous books and articles on animation. Tom's screen credits include Shrek (2001) and the Disney classics Who Framed Roger Rabbit (1988), The Little Mermaid (1989), Beauty and the Beast (1991), Aladdin (1992), and The Lion King (1994). In 1998, Tom was named by Animation Magazine as one of the 100 Most Important People in Animation.

Maple Animation (Hardcover): John F. Putz Maple Animation (Hardcover)
John F. Putz
R5,768 Discovery Miles 57 680 Ships in 10 - 15 working days

There is nothing quite like that feeling you get when you see that look of recognition and enjoyment on your students' faces. Not just the strong ones, but everyone is nodding in agreement during your first explanation of the geometry of directional derivatives. If you have incorporated animated demonstrations into your teaching, you know how effective they can be in eliciting this kind of response. You know the value of giving students vivid moving images to tie to concepts. But learning to make animations generally requires extensive searching through a vast computer algebra system for the pertinent functions. Maple Animation brings together virtually all of the functions and procedures useful in creating sophisticated animations using Maple 7, 8, or 9 and it presents them in a logical, accessible way. The accompanying downloadable resources provide all of the Maple code used in the book, including the code for more than 30 ready-to-use demonstrations. From Newton's method to linear transformations, the complete animations included in this book allow you to use them straight out of the box. Careful explanations of the methods teach you how to implement your own creative ideas. Whether you are a novice or an experienced Maple user, Maple Animation provides the tools and skills to enhance your teaching and your students' enjoyment of the subject through animation.

Digital Forensic Art Techniques - A Professional's Guide to Corel Painter (Hardcover): Natalie Murry Digital Forensic Art Techniques - A Professional's Guide to Corel Painter (Hardcover)
Natalie Murry
R5,354 Discovery Miles 53 540 Ships in 10 - 15 working days

Digital Forensic Art Techniques: A Professional's Guide to Corel PainterTM illustrates hands-on techniques to digitally create forensic art for police and investigative purposes. Coverage focuses specifically on how to utilize the software to create realistic human likenesses, including composites of suspects and drawings of persons in unidentified remains cases. Drawing digitally is like using any tool in art: a pencil, a charcoal stick, a conte' crayon. A stylus is just another tool to master. Digital work is easier for artists to send to the case detective, and the work always reproduces exactly as it was completed. Another benefit to working digitally is that one can use video conferencing with a witness online to provide services remotely world-wide. This enables police departments who have never had access to a forensic artist to have a sketch done within hours of the crime. Chapters address the more basic functions to serve as a primer for those transitioning to working digitally. There is also instruction on light and shadow, and bones and muscles of the skull. All of the discussion is intended to make the reader see things as an artist to improve drawing skills and overall digital techniques. In short, Digital Forensic Art Techniques is a practical, easy-to-follow manual for working forensic artists that will give readers a solid base from which to start. It serves as an essential resource to greater skill and comfort with the hardware and software, thus furthering current best practices and technological advances in the field.

Making Great Games - An Insider's Guide to Designing and Developing the World's Greatest Video Games (Hardcover):... Making Great Games - An Insider's Guide to Designing and Developing the World's Greatest Video Games (Hardcover)
Michael Wyman
R5,204 Discovery Miles 52 040 Ships in 10 - 15 working days

Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.

Production Pipeline Fundamentals for Film and Games (Hardcover): Renee Dunlop Production Pipeline Fundamentals for Film and Games (Hardcover)
Renee Dunlop
R5,082 Discovery Miles 50 820 Ships in 10 - 15 working days

Every production is built on the backbone of the pipeline. While a functional and flexible pipeline can't assure a successful project, a weak pipeline can guarantee its demise. A solid pipeline produces a superior product in less time and with happier artists who can remain creative throughout the grueling production schedule. Walk through the foundational layers of the production pipeline, including IT infrastructure, software development practices and deployment policies, asset management, shot management, and rendering management. Production Pipeline Fundamentals for Film and Games will teach you how to direct limited resources to the right technological initiatives, getting the most for every dollar spent. Learn how to prepare for and manage all aspects of the pipeline with this entirely unique, one-of-a-kind guide. Expand your knowledge with real-world pipeline secrets handed to you by a stellar group of professionals from across the globe. Visit the companion website for even further resources on the pipeline.

How to Draw Digital Manga and Anime (Paperback): Tim Seelig How to Draw Digital Manga and Anime (Paperback)
Tim Seelig
R248 R230 Discovery Miles 2 300 Save R18 (7%) Ships in 9 - 17 working days

A comprehensive practical guide to digital manga and anime, suitable for both complete beginners and experienced digital artists. An informative introduction covers all the equipment you will need, with step-by-step guides to using the tools of Adobe Photoshop to create different effects. It also covers the translation of manga characters to the screen in the creation of anime, including the software you will need, pre-production and animation.

Essential Effects - Water, Fire, Wind, and More (Hardcover): Mauro Maressa Essential Effects - Water, Fire, Wind, and More (Hardcover)
Mauro Maressa
R3,406 Discovery Miles 34 060 Ships in 10 - 15 working days

Animate the world around you! Follow along with veteran Disney effects artist Mauro Maressa as he teaches you how to create and animate natural phenomena like water, fire, smoke, lightning, lava, mud, and wind. Essential Effects will help you plan, draw, design, and animate traditional 2D effects, taking your ideas all the way from rough sketch to finished product. Using a series of full-color visual breakdowns and diagrams, this book gives you a clear, concise understanding of what it takes to create credible, compelling effects in your own projects. Key Features Build a strong foundation of observation and drawing skills that you can rely on for the rest of your career Tips and tricks for applying classic effects principles to computer-animated and CG projects Over 400 full-color images and diagrams for clear step-by-step learning

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