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The Game Artist's Guide to Maya
 
 
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The Game Artist's Guide to Maya (Paperback)

~ (Author)
Key Phrases: planar mapping, personal site, modeling module, Texture Editor, Channel Box, Edit Polygons (more...)
4.2 out of 5 stars  See all reviews (11 customer reviews)

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The Game Artist's Guide to Maya + The Game Animator's Guide to Maya + 3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop
Price For All Three: $89.75

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  • This item: The Game Artist's Guide to Maya by Michael McKinley

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Editorial Reviews

Product Description

Brought to you from Maya Press, here's the only official guide to creating 3D game art and animations with Maya. Written by a production artist at a leading game company, this book uses a real-world, tutorial approach to teach you everything from modeling, texturing, and animation, to special effects techniques used to create cutting edge games. The CD features a fully functioning version of the Maya Personal Learning Edition as well as models, textures, animations, motion studies, and other files to support the book's tutorials. It's ideal for artists looking to break into the field, and students and "modders" who build game content.


From the Back Cover

The Definitive Resource for Up-and-Coming 3D Game Artists

Alias' award-winning Maya® 3D animation and effects software continues to lead the industry in technological innovation and is being adopted by more and more console and computer game developers. The Game Artist's Guide to Maya is an official introduction to creating 3D game art and animations with Maya, brought to you by Maya Press, a publishing partnership between Alias and Sybex. Written by a production artist at a prominent game company, this detailed book focuses on the skills real game artists use daily to create stunning characters and environments.

By following the discussions and tutorials, you'll bring a concept through the entire game art development pipeline, learning everything from modeling, texturing, rigging, and animation, to special effects. You'll also glean insights from industry professionals and see how Maya has been used in popular games. If you're a 3D game artist, or looking to become one, this book will help you master the skills and techniques you'll need to excel in the competitive games industry.

Inside, you'll learn how to:

Create a game model using a concept image as your guide

Model with predetermined real-time polycount limitations in mind

View martial arts videos on the book's CD to animate your character more realistically

Prepare a model for texturing with UV mapping and layout techniques

Create different kinds of textures

Master the rigging process, from setting up a skeleton to preparing blend shapes

Practice techniques for creating animation clips to work with in the Trax Editor

Use particle effects, such as sprites and animated geometry, to add pizzazz to your model


Product Details

  • Paperback: 240 pages
  • Publisher: Sybex (January 21, 2005)
  • Language: English
  • ISBN-10: 0782143768
  • ISBN-13: 978-0782143768
  • Product Dimensions: 8.8 x 7.4 x 0.6 inches
  • Shipping Weight: 1.2 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon.com Sales Rank: #92,445 in Books (See Bestsellers in Books)

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    #4 in  Books > Computers & Internet > Games & Strategy Guides > Strategy Guides > Unreal

More About the Author

Michael McKinley
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Customer Reviews

11 Reviews
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 (3)
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Average Customer Review
4.2 out of 5 stars (11 customer reviews)
 
 
 
 
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22 of 22 people found the following review helpful:
4.0 out of 5 stars The GAME ARTIST'S part of the title is IMPORTANT!, April 19, 2005
By Jason Greenwood (Rhode Island) - See all my reviews
(REAL NAME)   
I got this book, as well as Game Character Development in Maya, at the same time, so it made it a little easier to review this book in comparison.
I am just starting out with Maya, taking courses on 3DBuzz, playing with the PLE version of Maya, so I really should have read the title of this book a few times to let it sink in. This is a book for CURRENT GAME ARTISTS. This is NOT really a book for people just starting out with Maya. The author does not explain a lot of what he's doing as far as theory goes, because he's assuming that you already KNOW the theory, and are just moving your skills to Maya. This is not a bad thing, of course, but caveat emptor for the n00b like myself you buys this assuming your going to be led by the hand. For those people, I highly recommend the previously mentioned 'Game Character Development in Maya'.
I'm NOT knocking this book!!! It seems like a really good one for the audience it's intended for, and I'll probably put it on my bookshelf until I get good enough to see what the author is trying to say. I just wanted to throw this out for those, like myself, that might be thinking it's a beginner's guide, which it surely isn't.
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17 of 20 people found the following review helpful:
5.0 out of 5 stars Hard stuff made easy!, January 27, 2005
First of all, this is a great book. I read it cover-to-cover twice within the first 24 hours. Now don't get the title wrong, 3D modelling will never be easy, and no book can ever make it so. What a book can do, and this book does very well, is to get you started.

After the first chapter, which is a very interesting and useful tour around the "what's" and "how's" of the games industry, the book goes on to describe every step in the creation of a game character, from the initial concepts are made to the textured, animated model is finished and ready for the game. The book is built around a tutorial for a fantasy creature, but with comments on each step in general included where this is different from the character the book deals with.

Being a novice modeller myself, I had several "so THAT'S how they do that" experiences while reading through the book, but I'm sure even experienced modellers would learn something. The first chapter on how to get a job in the games industry and what to expect once you have it is worth the price by itself.

A basic knowledge of Maya is required to get the full benefit of this book, but using the built-in videos of the free "personal learning" edition included with the book as well as free tutorials from sites mentioned in the book will give you these skills in no time.

As I said at the beginning, no book can ever make this area easy, but difficult to master does not mean it can't be relatively easy to get started, and if you (like me) have a dream to one day become a modeller, I can't recommend this book enough.

Now go buy it!
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7 of 7 people found the following review helpful:
4.0 out of 5 stars Character Artists Guide to Maya., November 8, 2005
By Phopo (Canada) - See all my reviews
I've read the book through and I have to say it certainly hit its demographic; those who wish to extend their basic Maya skills to game art in all aspects (up to and including tips on simply getting a job as a game artist) should buy this book. If you're attempting to learn Maya or 3D altogether than you might as well pass on this book.

About the only point lacking in this book is its narrow scope -- no mention of particle effects not directly associated with the model, no mention of Sub-D modelling, etc. That critique mentioned, he had a topic to cover -- and what was on topic was covered thoroughly.

If you wish to pick up a book about learning to develop game art with polycount a concern, specifically modelling humanoid creatures, this book is for you -- and as a bonus you'll learn to have a respectible reel to demonstrate your added talents. If you don't know Maya, take that first step first -- then pick up this book, its a fairly light load (1-2 days read) so the benefits won't take too much time out of your day.

Rated 4 out of 5.

Pros:

>It is very detailed in its explainations (with illustrations)
>Sidebar interviews and profiles act as built-in study-breaks making you not need to stop reading
>The narrow demographic gives the reader exactly what he wishes without confusing him with stuff he either knows or doesn't care about knowing.
>Inside knowledge of the game industry is shared, including reel making.

Cons:

>Again, narrow demographic may have this book in the hands of many who it doesn't belong. Know what you buy.
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Most Recent Customer Reviews

3.0 out of 5 stars Ok, but not great
There's nothing in here that isn't done better in other books. It's a bit better than reading the autodesk:maya foundation maybe, but not by much. Read more
Published 10 months ago by B. Dorman

3.0 out of 5 stars Game Artist not as informative
I got this book after reading another 3d game character creation book. This book is for someone who has experience creating characters already. Read more
Published 10 months ago by MarkChar79

5.0 out of 5 stars The Game Artist's Guide to Maya
I think is an awesome book, it has taught me a lot about polygons in a game character for design purposes, over all great find and loved it! Read more
Published 19 months ago by Jeramie Carrell

3.0 out of 5 stars Not what I was hoping for
Reading the reviews for this book I knew that it would not be an easy ride but this book is just poorly written. Read more
Published 21 months ago by Mr. S. J. Ford

4.0 out of 5 stars The Game Artist's Guide to Maya
Very comprehensive book on character animation.
McKinley explains every step of the character development and its animation. Read more
Published on November 11, 2006 by O. luc

5.0 out of 5 stars THIS IS AWESOME
this book is really helpful to those advanced or noobs in maya(im the noob) and the instructions are very detailed, 10/10!!!
Published on November 7, 2005 by joopson

5.0 out of 5 stars Awsome!
Michael really did a great job in showing, in detail the game art production pipeline. I loved the way he went thoroughly through the creation of the character from image planes,... Read more
Published on April 18, 2005 by John M

5.0 out of 5 stars Brilliant!
This book gives you all the primary skills and insights you need to make polygon characters from scratch to finish in Maya. It's simply brilliant! Read more
Published on April 1, 2005 by Ragnar Brsheim

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