
| Lee Lanier is a professional animator and instructor who has created digital special effects for such films as Mortal Kombat. He served as a senior animator in the Modeling and Lighting departments on Antz and Shrek and has produced and directed the animated short films Millennium Bug, Mirror, Day Off The Dead, Weapons of Mass Destruction, and 13 Ways to Die at Home. He has taught at several schools, including the Academy of Art University, Art Institute of Las Vegas, and Westwood College Online. His work can be seen at beezlebugbit.com. |
| Introduction Chapter 1 Understanding Lighting, Color, and Composition Understanding the Art of Lighting Using 1-Point Lighting Using 2-Point Lighting Using 3-Point Lighting Using Naturalistic Lighting Using Stylized Lighting Understanding Color and Composition Color Theory Overview Checking Color Calibration A Note on Color Temperature Setting a White Point Applying the Golden Mean Rule of Thirds Step-by-Step: 3D Lighting Examples Chapter 2 Applying the Correct Maya Light Type Maya Light Types Common Light Attributes Using Spot Lights Using Directional IAghts Using Ambient Lights Using Point Lights Using Area Lights Using Volume Lights Linking and Unlinking Lights Using Light Fog and Light Glow Creating Light Fog A Note on Environment and Volume Fog Light Glow Chapter Tutorial: Lighting an Interior Chapter 3 Creating High-Quality Shadows Rendering Depth Maps. Understanding Depth Maps Refining Depth Maps Solving Light Gap Errors Comparing Shadows Raytracing Shadows Linking and Unlinking Shadows Creating Effects Shadows Shadowing with Light Fog Shadowing with Paint Effects Shadowing with Maya Fur Shadowing with Maya Hair Shadowing with nCloth Shadowing with the Toon System Chapter Tutorial: Lighting a Flickering Fire Pit with Shadows Chapter 4 Applying the Correct Material and 2D Texture Reviewing Shading Models and Materials Shading with Lambert Shading with Phong Shading with Blinn Shading with Phong E Shading with the Anisotropic Material Shading with a Shading Map Shading with a Surface Shader Shading with Use Background Reviewing 2D Textures Applying Cloth Applying Water Applying Perlin Noise Applying Ramps, Bitmaps, and Square Textures Mastering Extra Map Options Setting the Filter Type Shifting Color with Invert and Color Remap Stacking Materials and Textures Mastering the Blinn Material Re-Creating Wood Re-Creating Metal Re-Creating Plastic Chapter Tutorial: Re-Creating Copper with Basic Texturing Techniques Chapter 5 Applying 3D Textures and Projections Exploring 3D Textures. Applying Random Textures Applying Natural Textures Applying Granular Textures Applying Abstract Textures Applying Environment Textures 2D Texture Projection Options Placing Placement Boxes and Projection Icons Applying the Convert To File Texture Tool Chapter Tutorial: Creating Skin with Procedural Textures Chapter 6 Creating Custom Connections and Applying Color Utilities Mastering the Hypershade Window Reviewing the Basics Creating Custom Connections Cleaning Up …… 7 Automating a Scene with Sampler Nodes 8 Harnessing the Power of Math Utilities 9 Improving Textures thru Custom UVs, Maps, Sliders 10 Prepping for Successful Renders 11 Raytracing with Maya Software and Mental Ray 12 Working with Global Illumination and Final Gather 13 Texturing and Lighting with Advanced Techniques Appendix About the Companion CD Index |
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