Carrara 5 Pro Handbook

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Edition: 1st
Format: Paperback
Pub. Date: 2006-01-31
Publisher(s): Charles River Media
List Price: $52.50

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Summary

Whether you are a new or seasoned user, you'll find everything you need to get started with Carrara 5 in The Carrara 5 Pro Handbook. This edition has been completely updated to teach everything you need to know about Carrara, especially many of the new and advanced features. Explore new and creative ways to use Carrara through a great collection of step-by-step tutorials written by industry experts, including two bonus comprehensive modeling tutorials with Eovia's newest application Hexagon. These hands-on tutorials progress from basic to advanced, guiding you from the basics of 3D modeling to the challenges of animation. The book is structured so that the process of creating 3D illustrations and animations flows logically from one chapter to another. And by using this approach you can easily learn the technical aspects of working with Carrara Pro and achieve a tangible understanding of the workflow involved in creating 3D content. By the end of the book, you'll know how to use the powerful tools of Carrara 5 Pro, have new and improved 3D skills, and have gained experience in 3D production concepts. This is a must-have resource for new and seasoned users a like!

Table of Contents

ACKNOWLEDGMENTS xiii
PREFACE xv
PART I UNDERSTANDING 3D 1(36)
CHAPTER 1 CONCEPTS AND TECHNIQUES IN 3D MODELING
3(12)
Getting Around in 3D: Cartesian Coordinates
4(3)
Vertices and Polygons
7(2)
Curves
9(1)
Surfaces
10(2)
Subdivision Surfaces
12(1)
Primitives
13(1)
Summary
14(1)
CHAPTER 2 3D TEXTURING TECHNIQUES
15(12)
What is 3D Texturing?
16(1)
Procedural Textures
17(2)
Projection Mapping
19(2)
UV Mapping
21(3)
Shader Channels
24(2)
Summary
26(1)
CHAPTER 3 3D ANIMATION: MAKING THINGS MOVE
27(10)
What is Animation?
28(1)
Key Frames and Tweeners
28(1)
The Timeline
29(1)
The Graph Editor
30(1)
Animation Methods
31(5)
Summary
36(1)
PART II GETTING TO KNOW CARRARA 37(64)
CHAPTER 4 EXPLORING THE CARRARA WORKSPACE
39(10)
The Workspace
40(1)
The Document Window
41(2)
The Properties Tray
43(1)
The Sequencer Tray
44(1)
The Browser
45(1)
Customizing Carrara
46(2)
Summary
48(1)
CHAPTER 5 WORKING IN THE ASSEMBLE ROOM
49(18)
Manipulating 3D Objects: Move, Scale, and Rotate
50(6)
Inserting and Positioning Cameras
56(3)
Inserting and Positioning Lights
59(2)
Creating a Simple Animation
61(4)
Summary
65(2)
CHAPTER 6 BUILDING SHADERS IN THE TEXTURE ROOM
67(10)
The Texture Room
68(1)
Working with Shaders
68(8)
Summary
76(1)
CHAPTER 7 THE CARRARA MODELING ROOMS
77(12)
Exploring the Spline Modeler
78(6)
Exploring the Vertex Modeler
84(3)
The Carrara UV Editor
87(1)
Summary
88(1)
CHAPTER 8 RENDERING SCENES AND ANIMATIONS
89(12)
The Render Room
90(4)
Photorealistic Rendering
94(2)
Non-Photorealistic Rendering
96(1)
Rendering an Animation
97(3)
Summary
100(1)
PART III MODELING WITH CARRARA AND HEXAGON 101(140)
CHAPTER 9 MODELING WITH THE CARRARA SPLINE MODELER
103(30)
Modeling the Rocket Body
104(17)
Modeling the Rocket Engine Nozzle
121(10)
Assembling the Rocket
131(1)
Summary
132(1)
CHAPTER 10 MODELING WITH THE VERTEX MODELER
133(56)
TUTORIAL 10.1: Box Modeling a Low-Poly Character
134(32)
TUTORIAL 10.2: Modeling an Airplane
166(22)
Summary
188(1)
CHAPTER 11 MODELING WITH HEXAGON
189(52)
TUTORIAL 11.1 Modeling a Character Head (by Jack Whitney)
190(26)
TUTORIAL 11.2 Modeling a Concept Car (by Patrick Tuten)
216(24)
Summary
240(1)
PART IV TEXTURING WITH CARRARA 241(48)
CHAPTER 12 TEXTURING WITH CARRARA
243(34)
TUTORIAL 12.1 Projection Mapping, Bump Maps, Color, and Layers
244(13)
TUTORIAL 12.2 Texturing with Shading Domains
257(9)
TUTORIAL 12.3 Texturing with the UV Editor
266(10)
Summary
276(1)
CHAPTER 13 ADVANCED SHADERS: SUBSURFACE SCATTERING AND DISPLACEMENT MAPPING
277(12)
TUTORIAL 13.1 Subsurface Scattering
278(5)
TUTORIAL 13.2 Displacement Mapping
283(5)
Summary
288(1)
PART V ANIMATION WITH CARRARA 289(66)
CHAPTER 14 ANIMATING WITH MORPH TARGETS
291(16)
TUTORIAL 14.1 Creating Morph Targets
295(5)
TUTORIAL 14.2 Lip Synching with Morph Targets
300(6)
Summary
306(1)
CHAPTER 15 ANIMATING A WALK CYCLE WITH BONES by Peter MacDougall
307(48)
TUTORIAL 15.1 Rigging a Character with Bones and IK
309(23)
TUTORIAL 15.2 Animating a Basic Walk Cycle with Bones and Kinematics
332(22)
Summary
354(1)
PART VI RENDERING WITH CARRARA 355(28)
CHAPTER 16 ADVANCED RENDERING WITH CARRARA
357(26)
TUTORIAL 16.1 Global Illumination—Indirect Lighting and Skylight
359(6)
TUTORIAL 16.2 High Dynamic Range Image (HDRI)
365(4)
TUTORIAL 16.3 Caustics
369(4)
TUTORIAL 16.4 Motion Blur
373(3)
TUTORIAL 16.5 Non-Photorealistic Render (NPR)
376(5)
Summary
381(2)
PART VII CARRARA AND OTHER PROGRAMS 383(80)
CHAPTER 17 CONVERTING CARRARA SCENES TO VECTORS WITH VECTORSTYLE2
385(14)
TUTORIAL 17.1 VectorStyle to Flash
387(8)
TUTORIAL 17.2 VectorStyle to Illustrator
395(3)
Summary
398(1)
CHAPTER 18 IMPORTING A POSER SCENE WITH THE NATIVE IMPORTER by Andrea Newton
399(48)
Overview of the Poser Workspace
400(5)
TUTORIAL 18.1 Creating a Still Image with Poser and Carrara
405(29)
TUTORIAL 18.2 Creating an Animation with Poser and Carrara
434(10)
Summary
444(3)
CHAPTER 19 POSTPRODUCTION WITH AFTER EFFECTS 6.5 by David Bell and Lisa Yimm
447(16)
Rendering the 3D Helicopter
449(10)
Integration with After Effects
459(3)
Summary
462(1)
PART VIII CARRARA PLUG-INS 463(24)
CHAPTER 20 DIGITAL CARVER GUILD PLUG-INS FOR CARRARA by Eric Winemiller
465(22)
TUTORIAL 20.1 Making a Fairy Ring with Anything Grows
466(8)
TUTORIAL 20.2 Creating Old Chipped Paint and Rust with Anything boos
474(5)
TUTORIAL 20.3 Making a Robot Bug Walk with Cognito
479(7)
Summary
486(1)
APPENDIX A CONTRIBUTING AUTHOR BIOGRAPHIES 487(2)
APPENDIX B ABOUT THE CD-ROM 489(4)
INDEX 493

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