Features
- Cover Type: Paperback with 380 pages
- Published by: Charles River Media
- Edition: 1st Edition April 30, 2003
- Written in: English
- ISBN 10 Number: 1584502851
- ISBN 13 Number: 978-1584502852
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Book Dimensions:
9.1 x 7.4 x 1 inches
- Weighs: 2.1 pounds
Product Description
In the universe of 3D animation and graphics, the final frontier isn't the vast unknown depths of outer space but rather the intimately familiar human form. Replicating this body is by far the most challenging journey to undertake as a digital artist. Why? Because everyone knows what a human looks like. Digital humans are in our midst. They are stuntmen and background extras in movies such as Titanic. They are your favorite hero or heroine in video games like Tomb Raider. They are the main characters in Saturday morning children's shows such as Max Steel. And now, they have even taken center stage as full fledged, photorealistic actors in such feature films as Final Fantasy. It is clear that digital humans are here to stay; and that artists need to know how to create them. To help artists learn how to master today's powerful 3D tools and improve their skills, Building a Digital Human explores the entire modeling process from head to toe. Beginning with the basics of assembling reference material (photos, anatomy books, etc.) through the details of texturing and refining the skin and hair, a complete human model is built. Once the model is complete, a female and fantasy troll are created to illustrate how easy it is to transform the basic model. Building A Digital Human teaches modelers and artists the texturing and modeling skills needed to create 3D digital humans. It also provides fundamental skills that can be used for a variety of other 3D projects. The models in the book were built using NewTek's LightWave 3D, however, the techniques can be applied to just about any 3D package on the market. The ideas covered utilize a relatively small toolset, so transferring the steps to your program of choice isn't difficult. To make the transition between programs as easy as possible, a quick list of corresponding tool names from Maya, 3ds max, and LightWave 3D is included.
About The Author
Ken Brilliant (Newbury Park, CA) is an award-winning artist, sculptor, 3D character modeler, animator, and instructor. He works in Hollywood in the film and television industry, and his work can be seen in a variety of movies and television series, including Jurassic Park 2: The Lost World, X-Files: The Movie, Interview with a Vampire, Roughnecks: The Starship Troopers Chronicles, and a variety of other films. He is also the author of Modeling Digital Dinosaurs.
Reader ReviewsThis book is ideal for someone like me who has built a few human models before, but is looking for details in how to work smarter and better, but not harder and longer. This book truly covers every aspect of this process. Everything, that is except sexual organs. Minor details as tedious as eyelashes are covered if you need them. This book is advanced however, so your are best to know your 3d program well, your paint program well, and perhaps have modeled a few figures already in your past. If you meet those 3 requirements, then you should certainly get a wealth of information out of this manual. The whole book is quality, but the last 75 pages or so are gold in that they explain powerful methods for manufacturing a wide variety of characters based souly on the model you build in the first 2/3 of the book. Using these techniques allows an artist to spend their time building one quality base model, and in turn, spawn numerous unique variations off of it essentially allowing you to build ten distinct models in the time it would take you to model 2-3 from scratch. Use the tools wisely, change some textures here and there, and you can quickly build a stable of wildly different characters in hours or days compared to weeks or even months. Finally, and probably the most important, is the anatomy lessons you learn along the way of building the model named Frank. This is probably a 3d book that will stand the test of time for a while. Many of the anatomy and concept lessons will not change that much any time soon if ever, so after you read it, using it as a reference for the next many years is probably a wise move. If you are just starting out in 3d, then your better off with something else because you will probably get lost and confused. If you are at least intermediate with 3d, then you should get this book no matter which of the more well known 3d programs you use!