Download Virtual Vixens: 3D Character Modeling and Scene Placement by Arndt von Koenigsmarck PDF

By Arndt von Koenigsmarck

Good points software program workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI.

Hot, warmer, most well-liked. See how ultra-modern top modeling artists create 3D characters that sizzle and get the options you will want to create your personal digital vixens.

Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are only the various 3D artists who percentage their secrets and techniques for making the myth adult females you would like have been genuine. you will get their own tales, insights into the occupation, and new how one can conceive and build your personal 3D characters.

Then, seven hands-on workshops display the entire paintings cycle of modeling 3D characters to convey your individual fantasies to life-from making the 1st caricature and getting ready the template to modeling and texturing characters and lighting fixtures and rendering. you should use the thoughts with any of the foremost software program instruments together with 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. because the workshops do not use any formerly made items, you will get to begin from scratch together with your mind's eye because the basically limit.


Participants:
Andrea Bertaccini
Max Edwin Wahyudi
Sze Jones
Liam Kemp
Arndt von Koenigsmarck
K. C. Lee
Daniel Moreno Diaz
Marco Patrito
Steven Stahlberg
Francois de Swardt

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Extra resources for Virtual Vixens: 3D Character Modeling and Scene Placement

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4 TRANSFORMING NORMAL VECTORS Even though vectors in general are transformed the same way as points, normal vectors must be transformed differently. Normal vectors are not just any direction vectors, they are defined by the surface so that a normal vector is perpendicular to the surface. If M is used to transform the surface, then normals must be transformed by the transpose of the inverse of M, that is, (M −1 )T , or M −T for short. 4 illustrates why simply using M does not work: on the left, we have a line and a vector that is perpendicular to it.

Since the camera is viewing along the negative z axis, z must be the direction vector that −t extends from t to o, and we assign z = ||oo− t|| . We know that y must be on the same plane as z and the view-up vector u, while x must be perpendicular to that plane. We also know LINEAR ALGEBRA FOR 3D GRAPHICS 44 that x, y, z must form a right-handed coordinate system. Therefore, we can obtain x from u × z, also normalized as z was. Finally, we get y = z × x. In this case we know that z and x are already perpendicular unit vectors, so y will also be a unit vector, and there is no need to normalize it (except to perhaps make sure no numerical error has crept in).

This means that the 3D content has to be delivered efficiently, preferably in a compressed binary format. Support of compact geometry formats (such as using bytes or shorts for coordinates, instead of floats) helps in reducing the RAM consumption. Finally, it makes sense for the API to incorporate functionality that is common to many applications, thus saving the code space that would otherwise be required to duplicate those features in each application. Hardware-friendly features and a clear path for hardware evolution were among the most important design goals.

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