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3D Graphics & Animation (2nd Edition) [Paperback]

Mark Giambruno (Author)
4.8 out of 5 stars  See all reviews (12 customer reviews)


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Book Description

0735712433 978-0735712430 June 21, 2002 2

3d Graphics & Animations is the book to help readers break into the 3D marketplace. Learn from the experiences of working professionals as shared through insightful interviews. As a second edition, this book builds on the well-received segments of the first edition to cover the basics of 3D in general terms starting with "What is 3D?" and progressing step-by-step through modeling, texturing, lighting and animation. The book also offers coverage of such related topics as developing a story concept, storyboarding, and putting together a demo real and portfolio. It even provides interview tips! New elements in this second edition include interviews from industry leaders as well as application specific tutorials for 3ds max 4, Maya 4, and LightWave 7 that are included on the CD.


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From the Back Cover

3d Graphics & Animations is the book to help readers break into the 3D marketplace. Learn from the experiences of working professionals as shared through insightful interviews. As a second edition, this book builds on the well-received segments of the first edition to cover the basics of 3D in general terms starting with "What is 3D?" and progressing step-by-step through modeling, texturing, lighting and animation. The book also offers coverage of such related topics as developing a story concept, storyboarding, and putting together a demo real and portfolio. It even provides interview tips! New elements in this second edition include interviews from industry leaders as well as application specific tutorials for 3ds max 4, Maya 4, and LightWave 7 that are included on the CD.

About the Author

Mark Giambruno was born in 1957 in the small California foothills town of Placerville. He grew up in Sacramento, where he enjoyed annoying his teachers with epic space battles drawn¿during class¿in the margins of his schoolwork. In high school and college he pursued classes in art and electronics, but found the display-less computers of the time utterly boring.

In 1982, he used his younger brother¿s need for computer access at home as an excuse to buy his first microcomputer¿an Atari 800¿and has been heavily involved with computing ever since. He started his own computer graphics firm in 1990 and took on San Francisco-based Mondo Media as one of his main clients. When he was free to relocate, Mondo offered him a full-time position, and he become one of their lead artists and project directors. He conceptualized, managed, and created graphics for many of the company¿s projects, including those for such clients as Microsoft, Sierra Semiconductor, and Compaq.

After a few years of doing business-oriented multimedia, he went on to head up Mechadeus¿s first two CD-ROM games, Critical Path and The Daedalus Encounter (featuring Tia Carerre of Wayne¿s World fame). His responsibilities on Daedalus included design, co-writing the script, art direction, and editing. He also wrote The Official Guide to The Daedalus Encounter for BradyGAMES, which chronicles the project and provides hints and tips for completing the game.

Later projects for Mondo Media included art direction of game cinematics for Mechwarrior 3, Under Cover, and Alpha Centauri: Alien Crossfire, as well as creating and art directing in-game assets for both Star Fleet Command releases. He also art directed Spiral, a Flash-based Mondo Mini Show with character designs by Toshihiro Kawamoto (Cowboy Bebop, Gundam, Golden Boy).

Currently, he is an independent contractor providing writing, 3D modeling, design, and animation services through his Binary Arts company. His most recent projects include co-writing the English adaptations of two Japanese detective novels, Under Cover and Angel¿s Fang, both by #1 bestselling author Arimasa Osawa.

His favorite diversions include watching subtitled anime and playing FPS games like Unreal Tournament and Return to Castle Wolfenstein.


Product Details

  • Paperback: 640 pages
  • Publisher: New Riders Press; 2 edition (June 21, 2002)
  • Language: English
  • ISBN-10: 0735712433
  • ISBN-13: 978-0735712430
  • Product Dimensions: 9.1 x 7.3 x 1.4 inches
  • Shipping Weight: 2.2 pounds
  • Average Customer Review: 4.8 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #1,401,980 in Books (See Top 100 in Books)

More About the Author

Mark Giambruno was born in 1957 in the small California foothills town of Placerville. He grew up in Sacramento, where he enjoyed annoying his teachers with epic space battles drawn--during class--in the margins of his schoolwork. In high school and college he pursued classes in art and electronics, but found the display-less computers of the time utterly boring.

In 1982, he used his younger brother's need for computer access at home as an excuse to buy his first microcomputer--an Atari 800--and has been heavily involved with computing ever since. He started his own computer graphics firm in 1990 and took on San Francisco-based Mondo Media as one of his main clients. When he was free to relocate, Mondo offered him a full-time position, and he become one of their lead artists and project directors. He conceptualized, managed, and created graphics for many of the company's projects, including those for such clients as Microsoft, Sierra Semiconductor, and Compaq.

His writing career began with video game reviews he wrote for Tower Records' Pulse magazine. He later wrote a programming article that was published in Antic magazine in 1985. He became a regular columnist for Interactivity Magazine, writing mostly about 3D graphics.

After a few years of doing business-oriented multimedia, he went on to head up Mechadeus's first two CD-ROM games, Critical Path and The Daedalus Encounter (featuring Tia Carerre of Wayne's World fame). His responsibilities on Daedalus included design, co-writing the script, art direction, and editing. He also wrote The Official Guide to The Daedalus Encounter for BradyGAMES, which chronicles the project and provides hints and tips for completing the game. He went on to write 3D Graphics & Animation: From Starting Up to Standing Out, followed a few years later by 3D Graphics & Animation: Second Edition.

Later projects for Mondo Media included art direction of game cinematics for Mechwarrior 3, Under Cover, and Alpha Centauri: Alien Crossfire, as well as creating and art directing in-game assets for both Star Fleet Command releases. He also art directed Spiral, a Flash-based Mondo Mini Show with character designs by Toshihiro Kawamoto (Cowboy Bebop, Gundam, Golden Boy).

Currently, he is an independent contractor providing writing, 3D modeling, design, and animation services through his Binary Arts company. His most recent projects include working with Region Free to adapt Japanese manga and light novels into English for VIZ Media and as an Art Director for Gizmo6.

His favorite diversions include watching subtitled anime and playing PC games like World of Warcraft.

 

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12 of 12 people found the following review helpful:
5.0 out of 5 stars Easy, Thorough Explanations for the True 3D Newbie, July 29, 2002
This review is from: 3D Graphics & Animation (2nd Edition) (Paperback)
Let me guess: You're completely new to 3D graphics and you're desperately struggling to find that one book that's going to have you mass producing Square Games quality FMVs, but you're finding titles that are confusing you even more, right?

Well, I've got some good, and some bad news. A more positive approach would be to offer you the bad news first: There's no book on store shelves that can teach talent, or your inherent ability to adapt proficiently with applications such as Maya and 3D Studio Max.
After some months of studying 3D, last year, I finally came to this conclusion and had to face the facts. I read all I could read, learned how to get around and operate the programs and even give instructions and tutorials to others, but no matter how hard I tried, I couldn't get the imagery in my head to appear in my scenes. This is something that is inside you and is triggered through hands-on experience. Just like not everyone can draw, not everyone can model.

Now for the good news.

Aside from discovering your talent and how well it applies to 3D CG, there are quite a lot of other questions that CAN be answered through text. Generalization of how to work your application of choice, what is 3D, how it's been applied, and how you can apply it.
Mark Giambruno's new book: 3D Graphics and Animation is the most thorough text, that I've come across, answering newbie questions with in depth explanations and even contributing more than expected. What has been summed up in it's 500 + pages, is what took me most of last year to find out on my own through extensive research and many unwanted, beginner questions in forums. If only this book had been out during my many trips to Borders last year, I could've covered 7 to 8 months of really bad road in a manner of two weeks.

What impressed me most was how thoroughly Mark walks you through common and necessary features of 3D software and concepts. As example, there are six pages alone, explaining the rhyme and reason behind the oh-so-confusing X,Y, Z Axis, where as other titles I've read had only invested two paragraphs at most.

Included are some tutorials for 3DS Max, Maya and Lightwave, however the overall theme of this book appears to have remained non-application specific, which is a blessing to the many of us who are using some of the still-yet-to-be-covered programs such as Cinema 4D and Animation Master.

In the end, what a lot of you have is beginner questions, and as some of you have found, it can get quite frustrating trying to answer all of them from random trips to the local bookstore and haunting relevant sites and forums. Once these questions are answered, the doors will open and you'll have the opportunity to find out if you've actually been gifted with the talent of getting your dreams and stories on screen, or if, like me, it's back to the old pencil and paper.
3D Graphics and Animation is a time saver, a survival guide that should've been available so long ago. If you're just starting to get your feet wet in the world of 3D I highly suggest picking this title up along with an In-Depth and Bible title relevant to your application of choice.

As with the old saying: "If I only knew then what I know now.", 3D Graphics and Animation gives you the info you need to get started right on the spot. Kudos to Mr. Giambruno!

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8 of 8 people found the following review helpful:
5.0 out of 5 stars The best desision -- it's simple, November 25, 2003
By 
Vasyl (Ukraine(Eastern Europe)) - See all my reviews
This review is from: 3D Graphics & Animation (2nd Edition) (Paperback)
The book "3D Graphics and Animation" is like some one way ticket to the world of 3D graphics. Since I've bought the russian version of it - my life has changed. Finally I desided to connect my future life with CG.
Whether you are experienced graphist or you're beginner this book is for you. Here you can find all concepts of 3D modelling(polygonal-, spline-, patch-, NURBS-modelling, etc); although it contains chapters about different types of animation, texturing, lighting and special effects.
This book does not refer to some specific software and, I think, this is it's advantage(for better understanding). And what is more - the book builds on lessons, during which you're studying how to deal with 3D.
The most peculiarity of this book is chapter "Finding the Job in 3D Industry "-which I haven't yet found in other books. It was really cool to find it, when I have not any idea about the job in 3D. The other big surprise was to find in detail notices about software and hardware used in 3D.
I think this book is perfect for the peoples who has some experience in working with 3D and doesn't know how to "convent it into cash". Book comes with a lot of helpful information (advicements, internet links, lessons on applied CD)
Thanks to Mark Giambruno - the book is realy nice.
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7 of 7 people found the following review helpful:
5.0 out of 5 stars A feverishly comprehensive guide to everything 3D, August 21, 2002
By 
Ed Scott (Jefferson City, MO USA) - See all my reviews
This review is from: 3D Graphics & Animation (2nd Edition) (Paperback)
Capably captaining readers through every major facet of the 3D computer-graphics genre in a single text is a monumental endeavor, but that's precisely what veteran 3D guru Mark Giambruno has done with his 588-page (excluding electronic content) sequel to "3D Graphics & Animation: From Starting Up to Standing Out" (1997).

Nearly pulsing with an exponential quantity of pertinent industry facts, this title virtually threatens to explode--like a "bomb" object in 3ds max--into innumerable chunks of invaluable insider information, technical terms, key tips and techniques. Nevertheless, Giambruno's straightforward, concise and conversational writing style eases the burden of what otherwise might prove an overwhelming exercise in information overload for readers relatively inexperienced in 3D.

The text thoroughly explores the fundamental components of 3D work, and in fine detail: modeling; texturing; lighting; animation; rendering; cinematography; post effects. But it delves infinitely deeper than this, including interesting and revealing interviews with significant industry talents, addressing trade applications, the work environment, demo reel development, art direction and project planning, employment issues and more. Authored as a text targeting beginners and intermediate-level talents in 3D computer graphics, "3D Graphics & Animation (Second Edition)" also equips readers with a fairly comprehensive list and explanation of key field terms, including some with which many experienced users possibly aren't familiar. All the nuts and bolts of 3D development are here, but it's Giambruno's passionate dedication--as alluded to in his foreword--to inspiring and educating novices and other genre enthusiasts that really sets this title apart as a complete, general industry reference. The author's interviews with former coworkers and continuing associates illuminate the ingredients helpful or essential to a successful career in 3D graphics.

Aside from some occasional, cumbersome and overly technical explanations of such factors as lighting temperature scales and binary math, the author squarely and applicably strikes the mark in every respect. An industry professional with 12 years of 3D experience as an artist and art/project director on both conventional and contractual employment bases, Giambruno discusses the types of jobs available in 3D, the production processes and learning methods. He tackles all essential modeling methods and techniques, interface elements, perspective, texture acquisition/creation/tiling, mapping details, illumination types and methods, low-polygon creation wares, material shaders, digital imaging, photography, character choreography and animation.

An invaluable topic in the text is the intricacies of lighting: basic photographic arrangements; lighting characteristics; lighting mood; methodologies; volumetricity and more. These are critical details of 3D that often are neglected not only in how-to texts, but also--embarrassingly so, to the perpetrators--by renowned digital visual effects studios in the development of feature-entertainment material. Giambruno also deeply explores cinematography, including camera focal length, focus and aperture, movement and viewpoints.

In addition, "3D Graphics & Animation (Second Edition)" embraces important rendering and output issues, including media resolutions, palettes, alpha channels, atmospherics and post FX. Of key interest to broadcast enthusiasts, too, is detailed information about video standards and caveats, render settings, safe zones and aspect ratio. Furthermore, both the printed tutorials and those archived on the companion CD are well-structured and easy-to-follow. Carefully progressing through these instructional sessions certainly will leave beginners achieving a substantial sense of accomplishment and early competence--something that all too often cannot rightfully be said about published tuts.

A non-product-specific printed guide to "everything 3D," the softcover text is supplemented by 48 CD-archived tutorials whose versions are tailored to 3ds max (release 4 or above), LightWave 3D (v. 7 or higher) and Maya (4 or higher), and numbered steps, crisp screenshots and finished visuals accompany these exercises. Also included on the CD are some stellar finished sequences produced by former Giambruno employer Mondo Media. Rounding out the CD-based material are the 3D Graphics & Animation Web List (HTML), five PDF appendices and Chapter 12: Getting the Job. The Web List includes references to CG-specific sites, organizations, schools, 3D software-producer contact information, image and mesh library publishers and interviewee contact data. An extensive terms glossary and a useful index appear at the publication's aft.

As for the book's visuals, project and software screenshots are illustrative, the "Notes" informative, and the occasional "Definition" entrees enlightening. The full-color "Image Gallery" is interesting, inspiring and fairly extensive.

This book does slant somewhat toward the game-development market and, although this arena is burgeoning at present, some 3D enthusiasts may not be inclined in this direction. (But then, the author's expertise, to a large degree, comprises game-creation efforts, so it's difficult to avoid this emphasis.) Some slightly annoying manifestations appear, such as a two-page-plus "Acknowledgements" section at the outset and the illustrative mini-dramas that precede the chapters. The former is difficult to avoid, though, as artists often easily form "mutual admiration societies." (The author very well might respond: "Touché.") As for the latter, well, each brief dialogue is only a page in length. These asides probably serve more to gratify the author's affinity for storytelling than anything else, but they also may be his method for taking the edge off what, for some, may be intimidating material. No harm done. And one final thing: For those 3D folk who aren't enamored with Discreet's 3ds max, the frequent references to this product might miff a bit. Some camps are very possessive of their software, and these do include ones that much-prefer another or other products. (But it's difficult--if not impossible--to deny max's saturation and prowess in the game genre.)

The bottom line: If you're interested in exploring a career in 3D or just in dabbling in the medium as a hobbyist, this text is nearly a must-have. For intermediate-level 3D types, much of the technically specific material may be quite useful. And again, even some genuine pros--particularly if untrained in filmmaking and/or color theory--may at least learn a few terms previously unknown to them. Regardless of user experience level, "3D Graphics & Animation (Second Edition)" serves--at least to some extent--as a valuable reference of industry terminology.

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