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In Building Interactive Worlds in 3D readers will find turnkey
tutorials that detail all the steps required to build simulations
and interactions, utilize virtual cameras, virtual actors (with
self-determined behaviors), and real-time physics including
gravity, collision, and topography. With the free software demos
included, 3D artists and developers can learn to build a fully
functioning prototype. The book is dynamic enough to give both
those with a programming background as well as those who are just
getting their feet wet challenging and engaging tutorials in
virtual set design, using Virtools. Other software discussed is:
Lightwave, and Maya. The book is constructed so that, depending on
your project and design needs, you can read the text or interviews
independently and/or use the book as reference for individual
tutorials on a project-by-project basis. Each tutorial is followed
by a short interview with a 3D graphics professional in order to
provide insight and additional advice on particular interactive 3D
techniques-from user, designer, artist, and producer perspectives.
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
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