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Game Character Development with Maya
- ISBN-10073571438X
- ISBN-13978-0735714380
- PublisherNew Riders Pub
- Publication dateJanuary 1, 2004
- LanguageEnglish
- Dimensions7.5 x 1.75 x 9.25 inches
- Print length793 pages
Editorial Reviews
About the Author
Antony Ward has worked in the games industry for almost 12 years, for Infogrames/Atari and Electronic Arts as well as some smaller, more independent companies. Antony began his career as an artist working on 2D titles, but has grown over the years to become a lead artist, lead animator, and lead technical artist.
Product details
- Publisher : New Riders Pub (January 1, 2004)
- Language : English
- Paperback : 793 pages
- ISBN-10 : 073571438X
- ISBN-13 : 978-0735714380
- Item Weight : 3.09 pounds
- Dimensions : 7.5 x 1.75 x 9.25 inches
- Best Sellers Rank: #5,031,075 in Books (See Top 100 in Books)
- #448 in 3D Graphic Design
- #1,343 in Digital Video Production (Books)
- #1,905 in Computer Graphics
- Customer Reviews:
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About the author

Since the days when stipple was king, Antony Ward has grown with the game development and computer graphics industries, adapting his skills to match its increasing thirst for polygons. During the past 17 years, Antony has led teams, developed workflows, and trained staff in some of today's leading game development studios, all while sharing new techniques as he did with his first book, Game Character Development with Maya and the eagerly anticipated sequel Game Character Development.
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While this book does focus on the gaming side of modeling, you may want to keep in mind, it is actually rather easy to convert your low-res game models to hi-res movie quality models within Maya or even with the help of Zbrush, etc. I have ZBrush; however I think that program is a monumental pain in the ass on my first few forays into it and I admit I'm pushing that aside until later. Maya is a dream to work with; this book actually includes a learning edition of Maya for those eager to learn but are unable to foot the bill on Maya's steep price tag atm.
The author makes it very clear that he is teaching you HIS methods and that are many, many ways to work around a model. You'd do best to take the basics that you learn from any source and compare this to professional animators' sites and videos to find a method that suits you, or eventually adopt your own method. Please remember that learning Maya can be downright frustrating but it's really exhilarating when you persevere!
In this sense, I find this book very valuable. My school actually screwed up and sent me a Mastering Maya 2010 book and I took one flip through, screeched, and had to try very hard not to fling it against the wall. This book, however, has made me feel very comfortable. This focuses more on what you are doing to meet an end, not playing with your mind and shoving lingo down your throat. I can't wait to walk through every detail...
Designing game characters has always been a weak point of mine. I have always wanted to learn how to create organic models that look good, and still manage to keep the geometry to a minimum.
Although Mr. Ward covers modeling two characters in this book, you'll find that the principles you learn here can be applied to a number of different projects. I enjoyed the book and doing the projects, and managed to produce several models that I was quite pleased with afterwards.
The book shed light on many tools I was familiar with but had always been using inefficiently. I was quite pleased with the workflow of the book, and have already recommended the book to others.
I would like to thank Mr. Ward for writing such an interesting book, and sharing his knowledge with the community. I'd recommend this book to anyone who is comfortable working in Maya, and is ready to learn how to improve their modeling skills.
I'd like to say thank you to the author of this book, really you did a great job, you have also said this is your first book, and I think you are a nice man who are just opening doors for people all over the world.
Top reviews from other countries
For Maya 2010+ users, he often refers to the "Edit Polygon" menu which is now the "Edit Mesh" menu; the split polygon tool he uses throughout the modelling is the old one ("SplitPolygonTool" command from the MEL command line) and not the very buggy new, interactive one; there very few other menus that may have different naming now but for the greatest part everything is still well up to date. Plus the book comes with a CD with two great rigs and a ton of useful scripts. A really great package all in all. I think it really deserves a re-edition, ideally with an extra chapter on animation techniques maybe. Totally recommended.
写真も多く、分かりやすいです。
また、ゲームの開発の際の注意点などの説明されています。
ゲームなのでローポリゴン設定でのモデリングなのですが、ハイポリゴンモデルにも十分応用できる内容だと思います。
Maya is a powerful tool, but it can be daunting to newcomers as well as difficult to work with on some occasions for the professionals using it; sometimes misbehaving or just being plain awkward. The book gives a no fuss approach to how to use Maya in the simplest way possible, and keeping the frills out of the equation. You will know how to create an entire character by the end of this book, and how to rig and animate it etc.
The principles taught apply to all 3D based work in general, so even if you don't plan on using Maya forever, this will plant important seeds that will help you learn other packages later. I started learning in Maya and moved over to Blender, and excluding the particular shortcuts and buttons Blender uses, the pipeline and methods were exactly the same.
The level of complexity ramps up quite quickly.
I would recommend this for Intermediate to Advanced Maya Users.
