3D for Graphic Designers

Book description

Helping graphic designers expand their 2D skills into the 3D space

The trend in graphic design is towards 3D, with the demand for motion graphics, animation, photorealism, and interactivity rapidly increasing. And with the meteoric rise of iPads, smartphones, and other interactive devices, the design landscape is changing faster than ever.2D digital artists who need a quick and efficient way to join this brave new world will want 3D for Graphic Designers.

Readers get hands-on basic training in working in the 3D space, including product design, industrial design and visualization, modeling, animation, lighting, and rendering?all the skills necessary in today's competitive environment.

  • Helps 2D graphic designers gain the skills they need for a competitive job market that increasingly demands the ability to create or work in 3D

  • Covers product design, industrial design and visualization, modeling, animation, lighting, and rendering

  • Prepares you to create designs for iPads and other interactive mobile devices, as well as for print, Web, broadcast, film, HD, video, and more

  • Uses Luxology modo to illustrate 3D concepts, but the author?s techniques and insights will help any artist moving into 3D, no matter what software they use

This timely book is just what you need to create compelling and realistic 3D imagery and improve your job skills.

Table of contents

  1. Cover Page
  2. Title Page
  3. Copyright
  4. Dedication
  5. Acknowledgments
  6. About the Author
  7. CONTENTS AT A GLANCE
  8. Contents
  9. Introduction
    1. Who Should Read This Book
    2. What You Will Learn
    3. Hardware and Software Requirements
    4. How to Use This Book
    5. How to Contact the Author
  10. Chapter 1: Working in 3D
    1. Understanding 3D Space
    2. Exploring a 3D Scene
    3. Navigating the modo User Interface
    4. Maneuvering in 3D Space
    5. Review
  11. Chapter 2: Creating Objects
    1. Handling Objects in modo
    2. Exploring the Work Plane
    3. Creating and Editing Primitives
    4. Making Selections
    5. Using the Transform Tools
    6. Understanding Action Centers
    7. Using Falloffs
    8. Practice: Modeling a Water Bottle
    9. Review
  12. Chapter 3: Creating Textures
    1. Understanding Textures in the Real World
    2. Creating Textures in 3D
    3. Using Texture Layers
    4. Adding Procedural Textures
    5. Using UV Maps
    6. Creating Image-Based Textures
    7. Using Texture Channels
    8. Practice: Texturing the Water Bottle
    9. Review
  13. Chapter 4: Lighting
    1. Using Lights in 3D
    2. Creating a Basic Lighting Setup
    3. Setting Up Environments
    4. Rendering Basics
    5. Practice: Lighting the Water Bottle
    6. Review
  14. Chapter 5: Subdivision Surface Modeling
    1. Using Subdivision Surface Modeling
    2. Modeling Organic Objects
    3. Modeling Semi-Organic Objects
    4. Modeling Hard-Surface Objects
    5. Review
  15. Chapter 6: Textures for Visualization
    1. Setting Up a Test Environment
    2. Creating Customized Materials from Presets
    3. Creating Organic UV Maps
    4. Building Materials from Scratch
    5. Review
  16. Chapter 7: Studio Lighting and Rendering
    1. Creating a Studio Environment with Simple Geometry
    2. Setting Up Lighting Based on Geometry
    3. Optimizing Render Settings for Final Output
    4. Using High Dynamic Range (HDR) Environments
    5. Review
  17. Chapter 8: Modeling Architectural Interiors
    1. Modeling Basic Architectural Geometry
    2. Dealing with Complex Sections of Interior Models
    3. Creating Architectural Accents and Embellishments
    4. Review
  18. Chapter 9: Texture and Lighting for Architectural Interiors
    1. Creating Textures for Interior Visualization
    2. Adding Secondary Models
    3. Adjusting Lighting and Render Settings
    4. Review
  19. Chapter 10: Modeling Architectural Exteriors
    1. Setting Up Reference Images and Blocking Geometry
    2. Using Blocked-In Geometry to Create the Finished Structure
    3. Adding Secondary Structures
    4. Using Subdivision Surfaces in a Polygonal Model
    5. Modeling Complex Surfaces with Displacement Maps and Baked Geometry
    6. Review
  20. Chapter 11: Texture and Light for Architectural Exteriors
    1. Creating Textures for Architectural Exteriors
    2. Using Fur and Replicators to Populate the Scene
    3. Designing Lighting Scenarios for Outdoor Scenes
    4. Review
  21. Chapter 12: Improving Final Renders
    1. Mastering the Shader Tree
    2. Using Render Outputs
    3. Sweetening 3D Renders by Using Photoshop
    4. Review
  22. Chapter 13: Animation
    1. Creating Keyframes for Animation
    2. Using the Graph Editor
    3. Setting Up Motion Paths and Constraints
    4. Rendering Sequences and Composing in After Effects
    5. Review
  23. Appendix: About the Companion DVD
    1. What You'll Find on the DVD
    2. System Requirements
    3. Using the DVD
    4. Troubleshooting
    5. Customer Care
  24. Index

Product information

  • Title: 3D for Graphic Designers
  • Author(s): Ellery Connell
  • Release date: August 2011
  • Publisher(s): Sybex
  • ISBN: 9781118004210