Senin, 20 Oktober 2014

Free Ebook

Free Ebook

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Free Ebook

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Product details

File Size: 66655 KB

Print Length: 623 pages

Simultaneous Device Usage: Up to 4 simultaneous devices, per publisher limits

Publisher: Routledge; 1 edition (October 30, 2008)

Publication Date: October 30, 2008

Sold by: Amazon Digital Services LLC

Language: English

ASIN: B00U90ILFW

Text-to-Speech:

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Word Wise: Not Enabled

Lending: Not Enabled

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Amazon Best Sellers Rank:

#234,916 Paid in Kindle Store (See Top 100 Paid in Kindle Store)

I bought this book a little while after getting into game art around 2009. I didn't know much about art back then, but this book still disappointed me when I got my hands on it. A lot of the tutorials were made by some unskilled artist, and each section (maya, max, zbrush, etc.) didn't help me at all. They aren't selling a book on how to create art, it's a book on how to use some features of each program.Go to polycount, zbrush central, or cghub, you'll learn more just from looking than from this book.How do I know what I'm talking about? I'm currently working as a 3d environment artist in the games industry.

This book is an old book that contains older versions of Maya, 3Ds Max, and ZBRUSH. It's not worth the amount charged because of the old knowledge this book contains.

I gave this book as a Christmas present to my son. He is studying Computer Science /Multimedia and chose this on his wish list

Really glad I bought this book as it explains parts of the game asset creation that are often over looked by other books. The chapters on specular lighting and normal map creation where particuarly usefull and explained everything in a detailed and informative way. With chapters on Maya, Zbrush and Max this book pretty much covers everything I needed to know to get my portfolio up to a proffesional standard.I have purchased many books over the years on game asset creation but this one has never been put on the shelf and resides beside my computer as I am constantly refering to it.

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