The “3D Printing Designs: Octopus Pencil Holder” is a helpful resource for Blender beginners. Joe Larson is the author of this book. This book takes the reader through a simple, fun project as a way to learn to use Blender for 3D printing. 3D Printing Designs covers the basic and essential techniques for 3D printing using Blender. 3D printing is done by building up the object layer by layer. It is popular in the customizable gifts industry, with products such as personalized models of arts and dolls in many shapes. With the help of this book, you will learn how to automatically refine the shape and combine multiple shapes into a single 3D printable model.
Additionally, you will learn about material characteristics, printing specifications, tolerance, and design tips. You will also learn numerous techniques of editing complex meshes, smoothing, combining shapes and exporting them into STL files for printing. At the end of this book, you will gain more experienced to create a 3D printable object of your own choice. You will become master the art of modifying basic shapes with Blender’s powerful editing tools, loop cuts, and other transformations. All in all, 3D Printing Designs is a necessary book for Blender Beginners.
The “Blender Compositing and Post Processing” is an excellent book that will guide us step by step in gaining compositing skills. Mythravarun Vepakomma is the author of this book. This book engages all the readers from start to end of page and worth to read. Mythravarun has written this book for anyone doing compositing work in Blender. He explains how compositing functions work and which nodes perform the tasks. Blender Compositing and Post Processing is clear and concise for beginners, explains advanced techniques for intermediate users and also a great reference for experienced users.
The author covers all the detail of the technical part that a post-processing artist needs to know, such as image formats, color spaces, color modes, and color management, etc. Additionally, this book has an especially good explanation of alpha channels and how to use them effectively for layering, necessary things every compositor needs to understand completely. After reading this book, you should have the confidence to tackle a complex shot from planning to polish. All in all, Blender Compositing and Post Processing is a helpful resource for web designers.
The “Game Character Development with Maya, 1st Edition” is a comprehensive textbook for novice animators. Game Character Development with Maya is written by the author Antony Ward. Antony has worked in the games industry for almost 12 years, for Infogrames/Atari and Electronics Arts like smaller and more independent companies. He began his career as an artist working on 2D titles and grown over a year to become a lead artist, lead animator and lead technical artist.
This beautiful engages all the reader from start to end of the page. Game Character Development with Maya is a very clear, step-by-step of all the processes involved in making a game character leading up to the animation. The animation is also covered with details. Additionally, the author provides a screenshot to show you how to use Maya to address the most complex element of game creation-developing. I would recommend this book to anyone who is comfortable working in Maya and is ready to learn how to improve their modeling skills. To sum it up, Game Character Development with Maya is a necessary book to learn all about Maya.
The “Adobe Photoshop CC (2015 release) Learn by Video, 1st Edition” is a must-read book for all who want to be an expert in Photoshop. Kelly McCathran is the author of this photoshop book. Kelly McCathran has been teaching Adobe applications since 1992 and computer classes since 1989. She is an Adobe Certified Instructor in Photoshop and other Creative Cloud applications.
This book is very helpful and it will teach the fundamentals of Adobe Photoshop CC. She goes on the cover Photoshop’s new and improved features, like Design Space, the new Perspective Warp tool, Noise panel, improvements to Content Aware Fill, and more. Adobe Photoshop CC allows you to jump to any topic and also bookmark individual sections for later review. At the end of every chapter, the reader can test their knowledge through interactive quizzes. To be honest, Kelly McCathran provides an in-depth introduction to Photoshop with clear concise instruction for the most used Photoshop features. All in all, Adobe Photoshop CC (2015 release) Learn by Video is a perfect book that teach the fundamentals of Adobe Photoshop CC.
The “3D Game Engine Architecture: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3d Technology), 2nd Edition” is an instructive book for 3D game designers. David H. Eberly is the author of this book. David is the President of Geometric Tools, Inc. A company that specializes in software development for computer graphics, image analysis, and numerical methods. He has written numerous programming books and all of them are interesting. The first edition of this book was an international bestseller that sold more than 17,000 copies.
After six years, David published the second edition of this book, graphics hardware has evolved extremely. Now hardware can easily control through shader programming. In this book, David H. Eberly reveals step by step how to make a shader-based graphics engine. So, if you are designing an engine than you need this book. There is a million ways to make an engine and this book also help to improve and save time on what you are working on. The author walks through the entire engine, piece by piece and explains in detail how it works and why it was built that way. All in all, 3D Game Engine Architecture is a must-read book for the 3D game designers.
The “3D Game Engine Programming (Game Development Series ), 1st Edition” is an awesome resource for the aspiring engine creator. Stefan Zerbst and Oliver Duvel are the authors of this book. Stefan holds a degree in Computer Science with Business Administration. He is the author of two selling German books about game programming and runs the German hobby game programming community Zfx.info. Stefan shares his comprehensive experience in this field not only through writing books but also by holding lectures about game programming at a German University.
A game engine lays the software framework to build and create video games and also provides features from animation to artificial intelligence. A game engine is responsible for rendering graphics, memory management, and more options. This book gives you great ideas on how to implement your own engines, which will probably really be more of a modification to the engine in this book. This book has tons of code samples throughout the book and totally without fault. It covers territory not seen in other books and really digs deep into the aspect that matters.
3D Scientific Visualization with Blender (Preview)