Books Home | About Us | Index | Next Record | Browse

The online computer book shop for UK & Europe                                   

Tel: 0121 706 6000 

Static Book Details Page - Computer Manuals Website

 Game Character Development
  

  Game Character Development by Antony Ward

  • Published by: COURSE TECHNOLOGY INC.
  • Author: Antony Ward
  • Page Count: 213
  • Group: PROGRAMMING - GAME DESIGN
  • ISBN: 1598634658 / 9781598634655
  • Published: Jun 2008

Our Price: 20.29
Discount: 20%
RRP: 25.36 

For Latest Pricing and Availability Click Here
 

The online computer book shop for UK & Europe

Book Information and Description:

Game Character Development
"Game Character Development" takes you through all the steps needed to create compelling, highly-detailed characters for games. This book is suitable for both beginner game artists and experienced designers who want to brush up their skills, and covers the latest character creation tools and technologies. Throughout this book you will work step-by-step to create a finished character that incorporates all of the methods presented. First you'll examine the available modeling techniques and then create a base mesh. You'll then incorporate UV mapping and virtual sculpting. With the basic model created, you'll explore advanced techniques to add texture and detail, and finish up by optimizing and refining your character. The techniques presented can be applied with virtually any 3D software program, so you're free to work within the application with which you're most familiar. If a specific tool is introduced, a brief introduction will cover the basic information you need to utilize it. There's even a chapter with suggestions on what you'll need to add to your finished character before it gets introduced into the game production pipeline, including adding facial expression, rigging, and even animation. And a helpful reference section provides additional resources to help you with those next steps.

CONTENTS:

Introduction;

Chapter 1: Subdivision Surfaces;

Chapter 2: Model Construction;

Chapter 3: The Character You'll Create: The Ogre;

Chapter 4: Model Preparation and Recycling;

Chapter 5: Building Foundations;

Chapter 6: UV Mapping;

Chapter 7: Virtual Sculpting;

Chapter 8: Detail Textures;

Chapter 9: Texture Building;

Chapter 10: Optimization and Refinement;

Chapter 11: Modeling the Extras;

Chapter 12: What's Next?;

Appendix: Resources

 

Book store with some thing for everyone