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Archive for the 'Graphics' Category

eBooker, September 20, 2009 Comments Off
The Dome in European Architecture

Visions of Heaven: The Dome in European Architecture

Product Description
There’s an ethereal magic to standing beneath a dome, neck craned, looking up at a vision of the heavens created by some long-ago figure of genius. From the Pantheon to the Hagia Sophia, the power of the dome seems transcendent. Photographer David Stephenson’s magnificently kaleidoscopic images of dome interiors capture this evanescent drama, and make Visions of Heaven one of the most spectacularly beautiful books we’ve ever produced.

Traveling from Italy to Spain, Turkey, England, Germany, and Russia, among other countries, and photographing churches, palaces, mosques, and synagogues from the second to the early twentieth century, Stephenson’s work amounts to a veritable typology of the cupola. His images present complex geometrical structures, rich stucco decorations, and elaborate paintings as they have never been seen before. Brilliantly calibrated exposures reveal details and colors that would otherwise remain hidden in these dimly lit spaces. Visions of Heaven shows more than 120 images, including the Roman Pantheon, the Byzantine churches of Turkey, the great domes of the Renaissance, the decorative cupolas of the Baroque and the Rococo ages, and a nineteenth-century synagogue in Hungary.

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eBooker, September 20, 2009 Comments Off

Game Design, Second Edition

Game Design, Second Edition

Product Description
“Game Design, Second Edition” offers a behind-the-scenes look at how a game gets designed and developed—from the day the idea is born to the day the box hits the shelves. This new edition offers information on the latest techniques and development models, interviews with 12 top game designers, document templates that can be used during product development, and numerous industry resources.

It is a practical guide that covers everything from the fundamentals of game design, to the trade-offs in the development process, to the deals a publisher makes to get a game on the shelves. No matter what your role is in the industry, understanding this entire process will help you do your job better. And if you ’re looking to break in, you ’ll find knowledge here that is usually attained only after years in the trenches.

Updated and expanded with a wealth of expert information and real world case studies, while still maintaining the value that made the first edition so successful.

Written by a well-known industry expert with 18 years of game design experience. Appeals to a broad audience, from students to individuals ready to break into the business to seasoned professionals. Contains practical information that can be put to use by readers in a variety of game development roles.

About the Author
In 1989, Bob co-founded Legend Entertainment and served as its President until the company’s 1998 sale to GT Interactive (now Atari). He continued as Legend’s Studio Head and as an active game designer/producer until the studio closed in January of 2004. Bob is a frequent speaker at industry conferences and events, and he is also the co-founder and organizer of the Game Designer’s Workshop, an annual invitation-only conference attended by many of the top storytelling game designers in the business. Bob is the author of one of the industry’s bestselling books on game development, Game Design: The Art and Business of Creating Games (Premier Press/Course PTR), which is currently being used as a textbook by several colleges and universities. He is also the editor of the Game Developer’s Market Guide (Premier Press/Course PTR).

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-cosmos-, September 20, 2009 Comments Off

Get More Out of Maya in Less Time Work better and faster in Maya with
the quick-hit tips and techniques in this practical book. Designed for
busy Maya users, this guide offers dozens of how-tos, workarounds, and
shortcuts culled from years of experience in a fast-paced,
deadline-driven production pipeline. You’ll discover tricks and
timesavers on texturing particles, customizing Paint Effects brushes,
modeling polygon faces, creating facial rigs with wire deformers, and
much more-while useful, full-color illustrations reinforce the concepts.
From modeling, animating, and rigging to texturing and lighting, this
book will help you streamline workflow and improve your skills.

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  in 3D, Graphics
eBooker, September 19, 2009 Comments Off


Game Character Design Complete

Game Character Design Complete

Product Description
A game is only as intriguing as the characters that inhabit its world. Game Character Design Complete demonstrates each step of modeling, texturing, animating, and exporting compelling characters for your games. You’ll learn how to model in 3ds Max from sketch references, texture in Adobe Photoshop, rig bones, and animate a character back in 3ds Max. Game Character Design Complete covers all aspects of character creation-from the technical to the artistic. Don’t worry if your artistic ability isn’t awe-inspiring. You’ll cover every aspect of the design process in easy-to-follow steps, including texturing and animating your character. If you have a working knowledge of 2D and 3D graphics, then you have all of the skills you need to begin creating cool characters for your games.

About the Author
David Franson has been a professional in the field of networking, programming, and 2D and 3D computer graphics since 1990. In 2000, he resigned his position as Information Technology Director of one of the largest entertainment law firms in New York City to pursue a full-time career in game development. He is the author of 2D Artwork and 3D Modeling for Game Artists, The Dark Side of Game Texturing, as well as the full-page article How Video Games are Made which appeared in 45 newspapers worldwide. He is also the technical editor for over a dozen popular video game programming books and has also produced digital artwork for 3D video games, film, and television.

Eric Thomas is a longtime 3ds Max user extending all the way back to DOS days. During his years with the program, he’s seen a number of changes and a dramatic shift in how the software is used. Eric has used Max to create a variety of projects from movies and games. He is currently working as the creative director for Side Pictures Inc., a firm specializing in 3d games and visualization tools.

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eBooker, September 19, 2009 Comments Off
Microsoft Silverlight Graphics

Microsoft Silverlight Graphics

Product Description
Silverlight represents an entirely new level of rich Web interface technology for Microsoft developers. With the new power of this development environment comes new challenges for graphic artists and programmers to use this technology to its fullest. “Microsoft Silverlight Graphics” will help you quickly become productive in Silverlight, teaching you how to use the program to create stunning graphics and animations. You’ll learn how to create Silverlight applications; using graphics, animation, audio, and video.

About the Author
Oswald Campesato, Palo Alto, CA, is a Senior Development Manager for JustSystems, Inc. He works on various projects that involve Java, XML, and XSLT, and is studying Japanese so that he can communicate with his counterparts in Japan in their native language. He has worked in the computer field for 15 years, and has previously worked for various companies, including Oracle and IONA. His diverse background includes work experience includes Unix, shell programming, Perl, and JSP-based web application development with MVC frameworks. He has BSc/MS degrees in Mathematics, an MBA, an MS in Information Systems, a BS in Computer Science, and is working toward an MS in Computer Science.

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eBooker, September 18, 2009 Comments Off
Architectural Rendering with Cinema 4D

Light Shadow Space: Architectural Rendering with Cinema 4D

Product Description

The visualization of light in space, its effect on model cubature and scenery, is one of the great challenges in architectural rendering. This is a decisive reason for the use of 3D tools – both for architecture offices and students. This volume features a number of exercises that enable the reader to learn how to light architecture models correctly. Complete virtual 3D scenarios are included that allow for the step-by-step construction of a lighting set up with the help of Cinema 4D® software that creates a realistic spatial impression. The tutorials are complemented by a chapter on the use of Cinema 4D®, importing CAD models and light sources as well as shadow types, which have been revised and expanded in the 9.5 and 10 version.

About the Author
HORST SONDERMANN is an architect and professor at the HfT Stuttgart School of Architecture. He studied Architecture at the Berlin University of Technology and has taught visual geometry and architectural rendering since 1994. He has specialized on the interplay between CAAD, digital image processing and 3D visualization for many years. He lives and works in Berlin and Stuttgart.

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eBooker, September 18, 2009 Comments Off
Character Emotion in 2D and 3D Animatio

Character Emotion in 2D and 3D Animatio

Product Description
Learn how to animate emotion in your characters and add drama to your animation! Character Emotion in 2D and 3D Animation deals specifically with body language, facial expressions, emotional reactions, and other methods of giving characters emotion. It also deals with adding emotion and drama to a scene or setting. A majority of animation books cover emotion as a side element. Character emotion is a major element that plays a vital role in the believability of the character. Character Emotion in 2D and 3D Animation offers comprehensive coverage of the techniques that can help you create believable emotion in your characters.

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eBooker, September 14, 2009 Comments Off
Advanced 2D Game Development

Advanced 2D Game Development

Product Description
Get ready to build a complete, professional-quality 2D game engine from start to finish! “Advanced 2D Game Development” is your comprehensive guide to 2D game development using DirectX in the C++ programming language. Each chapter of the book covers one major component of the game engine, including 2D and 3D rendering, DirectInput, FMOD audio, game math, multi-threading, Lua scripting, and more, and the game engine is built upon chapter by chapter.

Through the creation of the game engine, you’ll learn step by step how to write solid code for multiple compilers, adding to the code as you work through each chapter. And every chapter includes an example game that illustrates the new techniques being taught. Perfect for game programming students and professionals alike, this book is your ultimate guide to awesome 2D game development.

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eBooker, September 12, 2009 Comments Off
Maya Plug-In Power by Mark Jennings Smith
Publisher: Charles River Media | Number Of Pages: 354 | Publication Date: 2008-04-28 | ISBN-10: 1584505303 | PDF | 16 Mb

Expand your creative power with Maya! “Maya Plugin Power” introduces you to the tools and technology that can enhance your work in Maya. Beginning with an introduction to some basic information about plugin technology and how it works with Maya, you’ll discover a world of powerful plugin software programs you can use to create advanced effects and animation with Maya. Learn how to take Maya’s modeling ability to new limits as you create realistic hair and fur for your characters and model cloth for cool costumes. Explore lighting and rendering techniques and methods to create cool scenes with water and waves. You’ll even learn how to incorporate textures, colors, and clothing as well as rig both characters and crafts in your animations. Fun, hands-on tutorials will show you how to use each of the plugin tools covered and example images will show you the finished effect. A companion DVD features all the files you need to complete the projects in the book and links to the plugins presented. Filled with tips and advice from industry pros, “Maya Plugin Power” helps you maximize the graphics and animation capabilities of Maya.

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-cosmos-, September 11, 2009 Comments Off

OpenGL ES 2.0 is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. With OpenGL ES 2.0, the full programmability of shaders is now available on small and portable devices—including cell phones, PDAs, consoles, appliances, and vehicles. However, OpenGL ES differs significantly from OpenGL. Graphics programmers and mobile developers have had very little information about it—until now.

In the OpenGL® ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface—including the specification’s editor—provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.

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  in 3D, Graphics, Hardware
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