Books for/about - 3d animation


 

 
3ds Max 8 Bible (Bible (Wiley))

Publisher: Wiley
Authors: Kelly L. Murdock

ISBN: 0471786187
List Price: $49.99
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Avg Cusomer Rating: 4
Reviews:
Summary: Graphic Bible
Great book, complete,exaustive, may be necessary to introduce more colored photo with a better resolution.
Summary: Great For Newcomers or Advanced Users
I'm new to 3ds Max 8, so I bought this book to try and help me learn the program~ This book very well written and goes through all the tools and workings of 3ds max 8 plus some of the more popular plug-ins (afterburn etc.) I would recommend this book for anyone who wants to know the ins and outs of 3ds Max, it's great:-)
Summary: Solid value.
I find this a well written resource of value to newcomers to the subject. It will have a place beside the computer for years to come. Truly an indepth exposition on the program.
Those seeking artistic inspiration with the software should look elsewhere.
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Essential Lightwave 3D 8 (Book w/ CD-ROM)

Publisher: Wordware Publishing, Inc.
Authors: Timothy Albee

ISBN: 1556220820
List Price: $44.95
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Avg Cusomer Rating: 4
Reviews:
Summary: great for beginners
With no experience in 3D modeling, this book helped me get started. It showed me the best way to use the tools in Lightwave as well as some concepts behind modelinganimating. Now I am modeling cars, places, people, and doing some light animation.

The author writes with a sense of humor and personality. Therefore, it's not boring to read. However, it can sometimes be long-winded.

I didn't give it five stars because the author often skips steps. While some steps the author skips because he has gone over them before (which is good), other steps are completely new and necessary yet are omitted. You then waste a lot of time trying to figure out for yourself how to get to the next step.

Overall, if you want to get started with Lightwave, I recommend using this book coupled with the Lightwave help.
Summary: Awesome!!!
This book came just in time when i needed it!! It is in great quality, REALLY helpful book! This book is one of those beginner books.
Summary: Good
Good delivery ... took longer than expected, but not longer than the 14 business days
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3ds Max 8 Essentials: Autodesk Media and Entertainment Courseware

Publisher: Focal Press
Authors: Autodesk

ISBN: 0240807901
List Price: $49.95
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Avg Cusomer Rating: 4
Reviews:
Summary: Great beginners book
Honestly a few days ago I did not know a thing about 3D Studio Max 8. All that I knew was that I needed to learn it. This book Ultimately is the beginner's bible for those out there that have no clue about how to use 3d Studio Max. It is divided into sections which cover all the bases from the Overall user interface, modelling, Animation, texturing and finally rendering.
If you want to get started on 3D studio max 8 this is the book, But!!

IF YOU ARE ALREADY EXPERIENCED AT USING IT THIS BOOK IS MORE OR LESS USELESS TO YOU!!!(Maybe as just a reference but that's it)
Summary: Great book
Great book for 3D beginners, but that's about it. Some tutorials on ligting and shadows are pretty good.
Summary: Hands on for beginners
I am new to the world of 3d and have no clue with regards to a 3d environment. My company bought 3ds Max 8 and have also sent me on a course to "get-up-to-speed" quickly. Before the course started I thought I would purchase this book so that I do not look like a total novice on the course. What I love about the book is that it explains concepts and then moves into a practicle aspects of what it explained. At all times I knew exatly what I had to do (as they have many screen dumps) and I never found myself looking for a button or a tab (which I often find myself doing with training matterial). I have completed the book and have attended 2 days of the 3ds Max course. To my amazement I would say that I am compentent at this stage of the course.
To conclude: I think that attending a course is always the best way of learning (if you have a great facilitator) BUT this costs a lot of money. If money is an issue I can highly recommend this book to learn the basics of 3ds Max 8. I hope that they bring out another book that is more indepth.
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The Art of Maya: An Introduction to 3D Computer Graphics

Publisher: Sybex
Authors: Alias Learning Tools

ISBN: 1894893824
List Price: $44.99
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Avg Cusomer Rating: 5
Reviews:
Summary: On The Money
My Book arrived in great condition and on time.
Thanks A Mil!!!
Summary: Very good overall Maya book
It's a very good book if you knew how to use Maya.
It is a very good visual reference that shows the average scope of Maya as a CG tool.
It doesn't go through fine details or tutorials, but that is not the purpose of the book anyway.
I like to have this book when I am about to start a project or when I forget some basic commands of the tools it self.
It's sort of a main guide for when you get a little lost inside Maya features, or when you have a new idea and kind of looking for a better way to start your project. The book inspires your mind by visually showing many possible ideas related to the commands and features of Maya.
It also helps when you get too deep in the waters and you don't know where you are going anymore but all your valves and instruments are working ... then you resurface in order to see in which direction you were heading and what is the direction you want to go without loosing too much time researching...
A must have in your library this was my 12th book of Maya in my shelf and well worthy.
Summary: Negative 352 stars
This book is USELESS!!! I bought it expcting to learn Maya and all I got was a bunch of pictures with crappy captions. You could probably learn more about Maya by asking a hobo for his stupid hat.

THE END
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Killer Game Programming in Java

Publisher: O'Reilly Media
Authors: Andrew Davison

ISBN: 0596007302
List Price: $44.95
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Avg Cusomer Rating: 5
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Summary: Far better than any other book on this topic
This book is miles ahead of other Java gaming books... For one thing, this is an excellent book in its own right. For another, the other existing books on the topic suck.

Anybody who spends a lot of time writing games in Java ends up running into certain challenges. For each of these real issues, it takes a lot time to identify the issue then many hours to come up a satisfactory solution or work-around. This book saves you from 99% of that work. The author has documented nearly every complication that you will run into. The other Java gaming books explain how to apply common sense and traditional gaming strategies to the Java APIs (usually following Sun's tutorials exactly), giving step-by-step instructions on how to do so. Besides the point that this adds no value for somebody capable of following Sun's tutorials and APIs, they offer no help where you need it most... where the straight-forward approach is unsatisfactory or just doesn't work for some reason.

Another thing that has saved me a ton of frustration and time is advice from the author. For my specific game project I've run into several questions which I've been unable to answer by web searches, posting to forums, etc. I've emailed Davison (the author), and he has answered each of my questions concisely and to the point every time. (I don't want you to spam him, so please don't send questions until after you have looked for the answer in his book!).

To address concerns that other reviewers have posted:

This book is not just for "advanced" Java developers. As Davison has emailed me, the intended audience is, "someone who has just got past their first Java course". He purposefully avoids avoids all but elemental Java features (e.g., no ternaries, abstract classes, logging infrastructures, IOC).

WRT examples, you are not buying a gaming library or framework. The goal is not to give you production classes that you can use as-is in production quality products. Other reviewers are demanding production-ready examples. It is impossible to make production-ready examples that can be easily understood by first-year Java developers. If you want production-ready classes, don't look for them in a HOW-TO book, find them elsewhere or read this book and then write them yourself.
Summary: Somewhat Disappointed - But hopeful for a second edition
This is the first time I've been disappointed by a book published by O'Reilly. There are, in my opinion, quite a few things wrong with this book. I'll mention a few.

* Disappointing sample programs. The sample programs feel, unfortunately, very low quality - enough, in my opinion, to drive some readers away from Java as a game development language altogether. Providing higher quality sample programs would have been nice. It's not necessary to provide the polished details in the book itself, but having highly polished samples available as a download would have gone a long ways towards showing the reader how great Java can be as a development language. (A picture is worth a thousand words.) I would have preferred one extremely polished, high quality 2-D sample and one extremely polished, high quality 3-D example instead of lots of small, unpolished, low quality examples.

* Bugs in sample programs. I've encountered quite a few little bugs in many of the sample programs. For example, it's easy to end up "under the world" in FractalLand3D, and the lighting is sometimes off (way off). Also, on my updated, high performance machine, I noticed recurring lag in FractalLand3D, preventing it from running smoothly.

* The web site to which the author directs you for downloading the sample code is often very slow, perhaps because it's based in Thailand and I'm in the United States. Since the book doesn't come with a CD-ROM (a decision I support, given the ubiquity of the Internet these days), I think the author could have invested in at least one fast U.S.-based server since a large portion of book sales will undoubtedly be to U.S.-based customers.

* Missing downloads (bad URLs). In the ever-changing realm of the world wide web, it's understandable when URLs in older books (and even newer books) stop working. However, it's barely 2006, and this book was published in 2005. There's no reason the author should direct you to a download such as [...] and have it fail to actually be there.

* Too many pages spent on certain topics, such as: 1. Timing - which includes unnecessary details like timing on Windows 98-based computers (an operating system that's now 8 years old!) and performance on Pentium II-based machines (a CPU that's now 3 generations out of date!); 2. Justifying Java as a game development language; 3. Explaining the design and code in the samples in painfully small steps - I feel the author would have better served the readers by "getting to the point" more quickly.

I don't want to sound too harsh. Obviously, a lot of work and knowledge went into this book. You could do much worse than reading this book, which does a reasonable job covering a topic that isn't nearly as saturated as topics such as how to write Java servlets. However, when I pick up an O'Reilly book, I don't expect reasonable: I expect excellent, and I don't feel this book lives up to the O'Reilly name.

Given the other book choices on the topic of Java game programming, this book would make a decent addition to your programming bookshelf. I do, however, think the author should consider a second edition which addresses the problems listed above.
Summary: Best book I've seen on the topic
I went through a few books on java game programming before I got this one and I must say that by fair its the best. I have a few years experience with java and wanted to make a few games for fun and this book gave me all the information I needed to get started.

Roughly half the book is dedicated to issues you'll have when writing a 2d game and the other half is dedicated to 3d games (
using Java 3D). Although I've only read the first half in detail the java 3d material seems equally useful if 3d games are of interest.

My only complaint is that I didn't care for the example code much so I won't be using any of it. But unlike other books this book gives you all the information you need to do it in your own coding style.


Lastly the book is definitely not a book for beginners, the author makes no effort to explain things like event handling, Swing, or any other non graphic topics used in the book.
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Deconstructing the Elements with 3ds Max, Second Edition: Create natural fire, earth, air and water without plug-ins

Publisher: Focal Press
Authors: Pete Draper

ISBN: 024052019X
List Price: $49.95
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Avg Cusomer Rating: 5
Reviews:
Summary: Excellent intermediate to advanced tutorial
I'm 3 tutorials in and very impressed so far, especially with the methodology behind the use of materials to simulate phenomena. The included screenshots on the DVD Rom have been very useful when I miss something, and the reference material is outstanding. This is definitely for users with some experience, and is refreshingly lacking in redundant instructions, but should add a level of sophistication to any 3D artist's toolbox.
I just wish I knew they were going to drop $20 off the price before I preordered...
Summary: Can't Wait
I am a student currently studying Digital Animation and Game Design. I first heard of Pete Draper's book from a fellow classmate who currently owns a first edition copy. Just thumbing through the tutorials my jaw dropped.

Deconstructing the Elements has fast become the keystone to many students personal 3ds Max libraries. (We have even been recommending it to our teachers) The tutorials are laid out fantastically and teach you as much about the concepts as well as `how to.'

Deconstructing the Elements is the best resource for anyone who wants to learn elemental effects and particle systems within 3ds Max. I can't wait for this book...
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Essential CG Lighting Techniques with 3ds Max

Publisher: Focal Press
Authors: Darren Brooker

ISBN: 024052022X
List Price: $49.95
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Avg Cusomer Rating: 5
Reviews:
Summary: Very Nice Book
I'm an architect and i needed some book that actually focused on several types of ilumination for architectural visualization, and this book has it, it's divided in 4 parts, theory, techniques, tips and tricks and taking it further. I like that it has the light theory, an essential part to understand how light actually works in nature.

I've only read the theory, and i've browsed some other chapters and the explanations are very clear, very easy to follow and understand, any new or veteran user of 3ds Max will feel comfortable reading this book; lots of pictures to see in full color.
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Inspired 3D Modeling & Texture Mapping (Inspired 3D)

Publisher: Course Technology PTR
Authors: Tom Capizzi

ISBN: 1931841500
List Price: $59.99
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Avg Cusomer Rating: 2
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Summary: Don't expect tutorials OR detailed information...
3D Modelling and Texturing book in this Inspired 3D series was more of a book that describes the different modelling processes used in the industry, and pre-visulation method which is important. It gave the basic concepts behind modelling and texturing... but was lacking in tutorials/examples that you can do along with the book to establish a good understanding.

Do not buy this book if you are looking for tutorials or examples on how they achieve the look in production environment. You will find more useful information on the web in tutorials or playing around in Maya yourself.


Summary: Great, but not a software manual.
I bought this book, even though it seemed a little pricey, and LOVED IT.
I still use the software manuals for technical help, but this book gives me a lot more information about modeling and the business in general that can ever be found in the software manuals.
The readers that advise using the software manuals probably have not read this book. This book is clearly not intended to replace software manuals.
Summary: just read the software manual
nothing new here, unless you are a beginner looking for an overview
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