3D Graphics and Animation: From Starting Up to Standing Out

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New Riders Pub., 1997 - Computers - 541 pages
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Designed for those looking to break into the business, this tutorial and guide teaches the theory and techniques necessary for creating professional-quality 3D graphics. Readers will take the transition from 2D graphics and discover the finishing touches that exemplify professional 3D work. Valuable, real-world tips will help readers get their businesses ready for 3D.
-- Offers practical, real-world tutorials that will have readers creating 3D graphics quickly
-- Discusses techniques for using 3D programs on all platforms
-- CD-ROM includes demo versions of 3D software, texture samples, sample animation, color bars, and more

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The Virtual Path Chapter 2 Nuts and Bolts Chapter 3 Delving Into Cyberspace
3D Modeling Chapter 5 Modeling Beyond the Basics Chapter 6 Texture Mapping Chapter 7 Lighting Chapter 8 The Camera Chapter 9 Animation Ch...

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About the author (1997)

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 alsoart 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.

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