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Modeling and Animation Using Blender - Ezra Thess Mendoza Guevarra - Bog - APress - Plusbog.dk

Core Blender Development - Brad E. Hollister - Bog - APress - Plusbog.dk

Core Blender Development - Brad E. Hollister - Bog - APress - Plusbog.dk

Learn the essential source code of Blender and its unique build system. This book provides the inner workings of the Blender C-based source code, and will be indispensable for those wanting to contribute to this important open-source project. Blender is an open-source 3D modeling and rendering software package used in the production of assets for animated projects, 3D printing, games, and even scientific visualization. This book goes in depth and discusses the primary modules related to the GUI and the geometric modeling work. You''ll start by learning how to reverse engineer geometric operators, and from there move on to the main features of the source code and how to apply them. When done, you''ll have the necessary foundation for exploration in other modules of the Blender source code. Lack of software engineering knowledge, such as experience with large cross-platform code base, remains insurmountable for many new developers. While the Blender site includes much useful information, it is not detailed enough. Core Blender Development breaks down the barriers to entry for open-source development in 3-D modeling. What You''ll Learn - Find the code for various functions and editors in Blender - Track down bugs, and contribute new functionality to the Blender code base - Examine the .blend file and how it stores Blender state - Understand the Blender core code base beyond the community website documentation - Review the explicit code traces and source files of descriptions of the code base Who This Book Is For Primarily for novice to intermediate level developers and programmers with an interest in Blender, graphics, and visualization, who likely don''t have experience of reverse engineering a large code base.

DKK 519.00
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Unreal for Mobile and Standalone VR - Cornel Hillmann - Bog - APress - Plusbog.dk

Unreal for Mobile and Standalone VR - Cornel Hillmann - Bog - APress - Plusbog.dk

Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you''ve learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds. Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the world''s most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years. With Unreal''s powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education. What You''ll Learn - Explore the VR ecosystem, including history, recent trends and future outlook - Review tool set, graphics and animation pipeline (Blender, Zbrush, Substance Painter and others) - Examine graphics optimization techniques - Set up a project and the target platform - Design interaction with Unreal blueprints - Deployments, testing, further optimization Who This Book Is For Multimedia designers, CG artists, producers, app developers. No coding experience is required.

DKK 519.00
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Beginning 3D Game Assets Development Pipeline - Nova Villanueva - Bog - APress - Plusbog.dk

Beginner's Guide to Unity Shader Graph - Alvaro Alda - Bog - APress - Plusbog.dk

Beginner's Guide to Unity Shader Graph - Alvaro Alda - Bog - APress - Plusbog.dk

Discover how shaders can enhance your game and mesmerize players by making graphic gameplay elements more realistic and attractive. This book provides easy-to-follow recipes that will show you how to leverage the Unity Shader Graph to create more immersive, enjoyable games. Author Álvaro Alda takes you through each effect step by step, so that you gain a foundational understanding of how they are created using the Shader Graph tool. Practical projects help you put what you’re learning into context, from simple effects like 3D scan lines to more complicated effects such as black holes, bubble particles, water, and even interactive snow. Twelve different effects are demonstrated, to cover almost everything related to shader graph. On completing this book, you will have a thorough understanding of the Shader Graph tool and samples to replicate and continue learning from. Whether you are an indie game developer or technical artist,Beginner's Guide to Unity Shader Graph will give you the confidence to use the Shader Graph tool to create games that will keep players glued to their screens. What You Will LearnUnderstand the purpose and use of every node and function in Shader GraphGain a working knowledge of the mathematics needed to use the fragment and vertex shadersCreate complex effects with Shader Graph using post processing and taking full advantage of the URP of the Unity 3D engineDevelop procedural textures using mathematical nodes in Shader Graph Who Is This Book ForTechnical artists, indie developers, and game developers with little to no knowledge of shaders, but who have basic knowledge of Unity. As the Shader Graph in Unity is similar to other shader editors like Amplify, Blender material nodes and Unreal shaders, this book can be used as reference when working with other platforms and game engines different from Unity.

DKK 519.00
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Character Rigging and Advanced Animation - Purushothaman Raju - Bog - APress - Plusbog.dk

Character Rigging and Advanced Animation - Purushothaman Raju - Bog - APress - Plusbog.dk

Gain a thorough understanding of animation and character rigging using Autodesk 3ds Max to create realistic character animations. This book is split into three modules that are subsequently divided into chapters. The first module is the foundation module: in this module you''ll cover, among other topics, the 12 cardinal principles of animation with reference to classic real-world examples and famous movies/animation shots. Using these, the further chapters explore using key frames and graph editors to obtain fluid motion in your animations. Practical examples are used to better explain which feature suits a particular scenario. The second module, called the backbone module, introduces you to deformation tools and their use for character animation. Further chapters cover driven animations, constraints posed by bones, bipeds, and the CAT tools available in 3ds Max 2019. The final module, the lifeline module, encourages you to bring your character to life by applying principles learnt in the previous modules. Here you will be guided on how to retarget animations from one character to other characters or rigs. On completing Character Rigging and Advance Animation , you will be able to create character rigs for bipeds and quadrupeds with ease, animating them with life-like motion. What You Will Learn - Understand the 12 principles of animation - Set up an animation-ready character rig from scratch - Master the deformation tools available for animation Who This Book Is For Readers who are familiar with 3ds Max at a basic level and are looking at getting into character rigging and animation.

DKK 519.00
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