3ds max 6 Bible Kelly L. Murdock Wiley & Sons ISBN : 9780764557637 Paperback April,2004 1294 pages Format: PDF 39.7 MB
* Shows beginning users how to create an exciting animation their very first day with 3ds max, the world's most popular animation modeling and rendering software for film, television, games, and design visualization * 3ds max is used to create high-profile animations for feature films such as X-Men 2, Minority Report, and Tomb Raider, and in the creation of popular games such as Dungeon Siege, Spiderman, Command and Conquer: Renegade, and Grand Theft Auto * More than 150 tutorials give readers valuable hands-on experience under the expert guidance of 3ds max master Kelly Murdock * A valuable CD-ROM will include a demo version of the new 3ds max release, tutorial files, 3D models, bonus plug-ins, and more * A sixteen-page, full-color insert shows how contributing artists are taking max to the next level
Repost @ Rapidshare.com IKEA 2007 - Affordable Solutions For Better Living - Last Edition Format: PDF Format ~200 Full Color Pages Size: 20.27 Mb size
IKEA furniture is well known for its modern, utilitarian design. Also, because much of it is self-assembly furniture (also known as ???flat-pack???), it is designed to be assembled by the consumer rather than being sold pre-assembled.
I recommand this magazine, not to only interior designers, but also to all pepole that want to have a suitable, pleasure and ofcourse comfortable home!
IKEA furniture is well known for its modern, utilitarian design. Also, because much of it is self-assembly furniture (also known as "flat-pack"), it is designed to be assembled by the consumer rather than being sold pre-assembled.
I recommand this magazine, not to only interior designers, but also to all pepole that want to have a suitable, pleasure and ofcourse comfortable home!
Leszek Wojnar, ?«Image Analysis: Applications in Materials Engineering?» ISBN: 0849382262 Publisher: CRC Publication Date: 1998-10-28 Number Of Pages: 256 Format: PDF 20,8 MB
Book Description Minimizing theoretical background and mathematical formalism, Image Analysis provides basic principles of image acquisition, enhancement, measurements, and interpretation in a very simple form, using an approach toward applications and properties of available tools. The singular study lists different tasks to do and offers complete solutions to these tasks, based on the author's experience with the procedures described.
Card catalog description Minimizing theoretical background and mathematical formalism, Image Analysis provides basic principles of image acquisition, enhancement, measurements, and interpretation in a very simple form, using an oriented toward applications and properties of the available tools. The singular study lists different tasks to do and offers complete solutions to these tasks, based on the author's experience with the procedures described.
How to Wow: Photoshop for the Web 200 pages Peachpit Press; Bk&CD-Rom edition (December 2004) English 032130330X 22.2 MB
Book Description: A gaming site, a portfolio site, an information site: Each requires a home page, but each of those home pages requires disparate elements and approaches. How to Wow: Photoshop for the Web walks you through the process of designing each, plus 15 other navigation, animation, and automation projects that show you how to add wow to your Web pages with Photoshop-created graphics. Just like your favorite cookbooks-the ones with short, clear-cut instructions and mouthwatering photos of the delectable concoctions-this book identifies challenges, provides simple recipes for overcoming them, and plugs in inspirational photos of the glorious results. Part 1 takes you through a range of navigation, animation, and automation projects (creating rollover navigation, building animated slide shows, producing a dynamic Flash banner, and more), while Part 2 walks you through the steps entailed in creating home pages for gaming, portfolio, and information sites. Each project explains how to create a lush graphic element, while sidebars and glossaries provide the low-down on important underlying principles. A CD includes the lesson files and image assets required to complete the book's projects.
About the Author: Prolific author and trainer Jan Kabilihas taught Photoshop and ImageReady to thousands of users. She is the author of five other step-by-step training books, as well as a regular columnist for Mac Design magazine. Graphic designer, author, and trainer Colin Smith is well-known in the design community for his stunning photorealistic illustrations composed entirely in Photoshop. He has written numerous books on Photoshop and is a regular columnist for Photoshop User magazine.
A step by step video tutorial by 2keen where you will learn how to make a bottle from start (using Illustrator) to end (using Mental Ray) with Maya. Chapter 2 - Illustrator: Preparing the AI file for the Bottle Chapter 3 - Maya: Importing the AI file for Revolve Chapter 4 - Maya: Adjusting Normals Chapter 5 - Maya: Adjusting Glass Shaders Chapter 6 - Mental Ray: Fine tuning 1 Chapter 7 - Mental Ray: Fine tuning 2
Gesture Drawing for Animation by Walt Stanchfield Walt Stanchfield no ISBN 2006 Format: PDF 215 Pages 8.5 MB
Walt Stanchfield was an animator who taught life drawing classes for animators with a special emphasis on gesture drawing. For each weekly class session, he wrote informal handouts to emphasize the theme of the current class session, to comment on work done in the previous class, or discuss whatever topic struck his fancy.
From After Effects to Flash: Poetry in Motion Graphics 504 pages friends of ED (December 2006) English 1590597486 9.5 MB
Book Description As a Flash 8 designer, you have discovered the power of the video tools in the application. The new filters and effects and ActionScript classes allow you to create a variety of stunning visual effects in Flash. What you probably haven't discovered is how easy it is empower your video hundreds of times more by combining the many effects and tools in After Effects 7 Professional with Flash!
This book, the first to explore the potential power and creativity boost that can be unleashed when After Effects and Flash are used together, is designed to get you up to speed with working in these two applications while hitting you with some creative innovation. You will discover how effectively you can use After Effects to create video and animation effects that were either extremely difficult or impossible to achieve in Flash.
By the end of this book, you will have created a variety of projects ranging from text effects, masks, and alpha channel video to 3D effects and audio visualization. All are designed to show you the potential available to you with these two powerhouse applications, and, more importantly, to expand the arsenal of creative motion graphics tools at your disposal.
Summary of contents:
Chapter 1: From Concept to Final Product in After Effects Chapter 2: From Final Product to Upload in Flash Professional 8 Chapter 3: Motion Graphics and the Preset Text Effects Chapter 4: Creating Alpha Channel Video for Flash Chapter 5: Creating Text Animations for Flash Chapter 6: Creating Special Effects Chapter 7: Playing with Text Chapter 8: Meet the Parents Chapter 9: The Video Behind the Mask Chapter 10: Track Mattes Are Your Friend Chapter 11: Adding a Third Dimension Chapter 12: Audio, the Red-Headed Kid in a Family of Blondes
Flash 3D Cheats Most Wanted by Aral Balkan, Josh Dura, Anthony Eden, Brian Monnone, James Dean Palmer, Jared Tarbell, Todd Yard 272 pages friends of ED; 1 edition (July 2003) English 1590592212 86 MB
Book Description: Why is this book called "3D Cheats"? Unlike committed 3D applications (like Maya, 3D Studio Max, Swift 3D), Flash MX doesn??™t have an internal 3D engine, and therefore if a designer wants include realistic 3D effects in their Flash designs they must either import from one of these other 3D applications (can be complex, expensive, and time-consuming), or rely on "pseudo-3D" effects ??“ 2D graphics rendered to mimic realistic 3D imagery. This book teaches users how to employ 3D principles without having to learn the official names for everything. Digital 3D is a tricky area ??“ and until the day someone makes 3D TV commercially viable, it??™s going to remain a tricky area. What is 3D? Can you genuinely render 3D on a flat screen? Do you have to spend a year??™s wages to get a dedicated piece of 3D software? Do you have to conjure up a bunch of complex math techniques to make the grade? Is anyone going to answer these interminable questions? Well, listen: we??™re not out to work ourselves into the ground here. We want 3D and we want it fast, and we want to use Flash to get it. In a series of clear and concise demonstrations, this book shows you exactly what can be achieved in Web 3D. Some of the most cunning designers around have put their heads together to present these: the most wanted 3D cheats in Flash.
This book will show you that you can: - Lie your way into 3D with simple drawing techniques. - Cheat a 3D interface with cunning use of light and shadow. - Fool Flash into thinking it can render genuine 3D, and con the Internet into delivering it for us in double-quick time. - Hoodwink visitors into thinking they??™re witnessing focus and depth of field. - Improve your depth of deception with an innovative slice engine to create convincing 3D objects. - Trick users into thinking they??™re moving through a 3D space.
Book Info Text shows how to create realistic web 3D the low-cost way. Provides a series of demonstrations on how to trick your way into 3D with simple drawing techniques, deceive the eye with use of light and shadow to create a 3D interface, and outwit the Internet into displaying stunning 3D images in double-quick time.
eLearning and Digital Publishing (Computer Supported Cooperative Work) Springer ISBN: 140203640X 2006-04-28 Format: PDF 246 Pages 1.62 MB
Our universities are facing immense pressures from within because of the increase in the ???publish or perish??™ syndrome. There are severe budgetary demands on university libraries attempting to enable access to this increasing avalanche of information. University teaching also needs to prepare graduates for a rapidly changing and connected world. This book explores the role of technology in this challenging scenario. Technology is portrayed as part contributor to the challenges higher education faces, and also part contributor to the solutions we need to explore. This book is not a ???doom and gloom??™ exposition but is forward-looking, offering fresh insights and new strategies for understanding the nature of scholarly communication in higher education. In this book there are three threads that are constantly intertwined ??“ information literacy, eLearning and digital publishing ??“ with information literacy acting as the glue that connects eLearning and digital publishing. This book was designed to occupy a unique niche in the literature accessed by library and publishing specialists, and by university teachers and planners. It examines the interfaces between the work done by these four groups of university staff who have been in the past quite separate from, or only marginally related to, each other. Yet all four groups are directly and intimately connected with the main functions of universities ??“ the creation, management and dissemination of knowledge in a scholarly and reflective manner. The structure of the book has three main sections: the first has primarily an educational focus, the second a focus on digital publishing, and the third builds on the first two sections to examine overall implications for the growth of knowledge and scholarly communication. This collection brings perspectives (in alphabetical order) from Australia, Hong Kong, People??™s Republic of China, Singapore, Taiwan, United Kingdom and United States of America. Various chapters, therefore, examine the central concerns with different lenses. Our ability to understand the extent of the shifts that are occurring in modern universities, and still need to occur in the next few years, relies on our ability to synthesize ideas and experiences from a wide range of university staff. This is just what we hope this book offers.
Rafael Gonzalez ,Richard Woods ,Steven Eddins, ?«Digital Image Processing Using Matlab?» ISBN: 0130085197 Publisher: Prentice Hall Publication Date: 2003-09-05 Number Of Pages: 782 pdf
Some Highlights self-contained. Over 60 new image processing functions are developed??”a 35% increase over the comprehensive set of functions in the Image Processing Toolbox. A fully documented listing of every new function developed is included in the book. Using C code with MATLAB is covered in detail. There are 114 examples, over 400 images, and over 150 graphs and line drawings that enhance the discussion of the material. All MATLAB, Image Processing Toolbox, and new functions used in the book, are conveniently summarized in an appendix. The design of graphical user interfaces (GUIs) is covered in detail. A book web site provides complimentary support.