That makes you improvise. Improvising, without the real understanding of a human figure, brings imperfections and frustrations. Gaining an understanding of the human figure and its motions are the leading book's idea. It allows for a person not to just "copy" nature, but to understand it and improve in their work. Printed books - have references by your side at any time. Add your additional comments and references. Personalizes this book for your needs. They always have a special feeling when owning and using them.
It's a part of your tool-kit. Paperback is a softcover type, with a paperboard front and back cover. This book presents the user-facing aspects of digital media, from the web and computer games, to mobile technologies and social media, and demonstrates how these are continuously growing and developing. The convergence of IT, telecommunications, and media is bringing about a revolution in the way information is collected, stored, accessed and distributed.
Rae Earnshaw's book explores the principal factors driving this and the ways in which social and cultural contexts are affected by media content. This is Professor Earnshaw's fourth book in a series that focuses on digital media and creativity, and through the use of Case Studies; the theoretical, practical and technical aspects of digital media are examined.
Readers are informed about how the user as content creator, publisher and broadcaster is changing the traditional roles of news media, publishers and entertainment corporations. Topics such as the evolution of digital imaging and the phenomenon of social media are discussed in relation to this. Professor Earnshaw also demonstrates how changes in technology produce shifts in the ways that consumers utilize it, in an increasing variety of application domains such as e-books, digital cameras, Facebook and Twitter.
State of the Art in Digital Media and Applications will be invaluable for readers that want a comprehensive look at how emerging digital media technologies are being used, and how they are transforming how we create, consume, exchange and manipulate media content.
Unlock your inner artist and learn how to draw the human body in this beautifully illustrated art book by celebrated artist and teacher Sarah Simblet. This visually striking guide takes a fresh approach to drawing the human body.
A combination of innovative photography and drawings, practical life-drawing lessons, and in-depth explorations of the body's surface and underlying structure are used to reveal and celebrate the human form.
Combining specially-commissioned photographs of models with historical and contemporary works of art and her own dynamic life drawing, Sarah leads us inside the human body to map its skeleton, muscle groups, and body systems. Detailed line drawings superimposed over photographs reveal the links between the body's appearance and its construction.
Six drawing classes show how to observe different parts of the body and give expert guidance on how to draw them. Inspirational master classes on famous works, ranging from a Michelangelo study to a Degas painting, show how artists have depicted the human body over the centuries.
Each master class includes a photograph of a model holding the same pose as in the painting, to highlight details of anatomy and show how the artist has interpreted them. Understanding anatomy is the key to drawing the human body successfully.
As well as being the perfect reference, Anatomy for the Artist will inspire you to find a model, reach for your pencil, and start drawing. Gain the insights and techniques you need to give life to your own custom characters, machines, and scenes in Blender 3D About This Book Learn how to establish the basic shape of a character on the basis of templates, and take it to completion using the tools available in Blender Develop realistic and awesome machines for your 3D projects and animation films Discover advanced techniques by adding fur to a character, creating a grass field, and fine-tuning a shot with post-processing effects to enhance your creations Who This Book Is For This learning path is for those who know the basics of Blender and have hands-on experience with the software.
We will directly dive into creating characters first. If you wish to use Blender to create games, animated films, and architecture simulations, this learning path will benefit you. What You Will Learn Use your sculpting skills to carve the character features from the mesh Find the best possible flow for your edge-loops to enhance the character features and to get the best possible range of deformation Mix both the Blender Internal and Cycles rendering engines in order to render materials as quickly as possible Know when and where to use various types of geometry—something that saves time in one instance will pose significant problems in another Create a 3D robot toy model from start to finish using the basic modeling tools of Blender Make a full alien character using the skin mesh modifier and the sculpting tools with an artistic approach Use re-topology techniques to create a clean 3D version of the previously sculpted alien Model a full haunted house and its environment using more advanced modeling tools and techniques such as the Array Modifier, Instance duplication, and Curves In Detail Blender 3D is one of the top 3D animation software available.
As the Blender software grows more powerful and popular, there is a demand to take your modeling skills to the next level. This learning path is divided into three modules that will take you on this incredible journey of creating games.
The first module will take you on a journey to understand the workflow normally used to create characters, from the modeling to the rendering stages, using the tools of the last official release of Blender exclusively. You will be making production-quality 3D models and characters quickly and efficiently, which will be ready to be added to your very own animated feature or game.
The second module will help you develop a comprehensive skill set that covers the key aspects of mechanical modeling. You will create many types of projects, including a pistol, spacecraft, robot, and a racer.
By the end of this module, you will have mastered a workflow that you will be able to apply to your own creations. The final module will help you to create many types of projects using a step-by-step approach. Each project in this module will give you more practice and increase your knowledge of the Blender tools and game engine.
This learning path combines some of the best that Packt has to offer in one complete, curated package. Each topic is explained sequentially in the process of creating various models, and includes detailed explanations of the basic and advanced features.
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Video Audio icon An illustration of an audio speaker. Audio Software icon An illustration of a 3. Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. The book details the central figure-drawing elements and techniques that are essential to every artist of every skill level. From understanding the XYZ axis and basic skeleton, to thinking in 3D space and creating mannequins of.
If you thought Angelina Jolie was responsible for Lara Croft's curves, think again! Jolie simply filled in her curves! When you're ready to start creating equally compelling characters of your own, you need this comprehensive volume! In these pages, gaming-industry veteran Antony Ward uses a combination of informative narrative, hands-on tutorials, and a slew of.
This book is much more a tool than, in its very meaning, a book. Using a rather sophisticated workflow, the author combines the physical reality of the human body with his own interpretation. Thus, a range of non-offensive teaching and self-teaching reference images has become accessible to the student as well as to the seasoned artist.
Based on his more than three decades of artistic skills and experience, his knowledge of good old-fashioned clay-sculpting, his infamous abilities to put realism. Anatomy of Facial Expressions is redefining the anatomy of the human face, often the most challenging area of human anatomy to understand. A team of professional artists and medical experts working together to create this anatomy book. With fully visual and correct anatomy information. Learn:- Detailed information about facial muscles anatomy and physiology- How facial muscles function and affect the shape of the face- Main gender, age, and ethnicity differences- How bony structures related to the soft tissue, main.
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