Everything is starting to make sense-that's awesome! I love this…." Glauco Longhi is always doing workshops around Brazil. Now, working with prosthetic fx, animatronics and so on, it's like I'm putting everything that I always loved together. But I was very interested in how everything works-the mechanisms, the fx, the magic, and illusion. I only wanted to be a pro skateboarder, and that was all I cared about. "Since I was 10 years old, my relation with arts was zero. Now, sculpting maquettes, garage kits, prosthetic appliances, busts, halloween masks, props, and animatronics, his life is starting to make sense. In the meantime, he worked for several 3D companies and studios, mainly focused on modeling and sculpting, but he decided to get some time and dedicate it to his own life, starting the freelancer living. And then, realized that only 3D wouldn't be enough for creating some nice characters, so he started sculpting in clay. After some basic courses, he chose the modeling area. At the studio, he met a guy who worked with something called 3Dmax, and then he fell in love with this brand new world. His passion for sculpture started in 2006, when he was working with After Effects for Motion Graphics for TV advertisement. Glauco Longhi is a sculptor, both traditional and digital, working for the cinema and television industry, also doing some toys and collectible works. Even with his busy workload and family life, Ryan still finds time to do freelance work on the side. Ryan's work experience includes Lead ZBrush Artist at Electronic Arts Canada, Senior Character Artist at Rainmaker Entertainment Inc., ZBrush Instructor at the Art Institute of Vancouver, and currently, he is working at Tecmo-Koei Canada as a CG Artist for their upcoming title Warriors-Legends of Troy. Realizing that the only way to progress as an artist he moved onto the 3D Animation and Visual Effects Program at Vancouver Film School after four years of Fine Arts schooling. Having a talent for art at a young age and parents that supported this, helped to nurture and grow his skills and talents as an illustrator and sculptor. About the Reviewers Ryan Bailey is a Senior-Level CG Artist working in the Animation and Video Game industry for over six years. Rolf Schubert and Michael Margraf, Alban Voss, and Fabian Schempp for their infinite amount of constructive feedback and their everlasting good mood. Last but not the least, let me thank Prof. My special thanks go to my friend and author Felix Kerger who inspired me to write this book. Also the team at Packt did an amazing job on setting everything up, thank you. Furthermore, I would like to thank my love for her unmatched amount of support and motivation. First, I would like to thank my parents, especially my father who continuously supported me on the long way of creating such a book. Apart from his beloved work, he writes as a freelance journalist about the games industry from major events such as the Game Developers Conference Europe. He is currently teaching real-time visualizations at the Offenbach Academy of Art and Design. ISBN 978-1-84 Cover image model rendering, painting by Manuel Scherer on a starry background from Hubble Heritage Project, NASA About the Author Manuel Scherer is a German game developer who has worked in the games industry and in the fields of visual computing. 32 Lincoln Road Olton Birmingham, B27 6PA, UK. First published: March 2011 Production Reference: 1090311 Published by Packt Publishing Ltd. However, Packt Publishing cannot guarantee the accuracy of this information. Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. However, the information contained in this book is sold without warranty, either express or implied. Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. ZBrush 4 Sculpting for Games Beginner's Guide Sculpt machines, environments, and creatures for your game development projects Manuel Scherer BIRMINGHAM - MUMBAI ZBrush 4 Sculpting for Games Beginner's Guide Copyright © 2011 Packt Publishing All rights reserved.
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