A frequently thrilling book that showcases the work of 35 internationally recognized environmental artists, all of whom share a goal to motivate people to understand humanity's relationship to the planet, and to correct the negative impact of technology on the environment. In his or her own words, each artist addresses the intentions and mechanics of their particular project. The works break through traditional barriers to create systems that are themselves a part of the Earth, using for example, natural forces in their structures--tidal flows, wind currents, and forest regeneration. Lavishly illustrated in color. 9.5x12.25" Annotation copyright by Book News, Inc., Portland, OR
A single-source guide to harnessing the power of 3D visualization tools for analysis and representation of landscapes Current technology allows designers to model environmental phenomena and space in new and exciting ways that go beyond the two-dimensional plane. The models, illustrations, and animations that can be created usher in a new paradigm of landscape representation that can become analytical tools as well as beautiful imagery. The text focuses on digital modeling methods that can be used to express rich environments using digital tools to develop, composite, and animate scenes. This full-color book provides coverage of 3D visualization tools for land planning and landscape architecture. The methods and theories in Modeling the Environment present landscape representation around a core set of ideas scene, object, terrain, environment/atmosphere, time/dynamics, and the composite that centers representation on human experience. Supported by www.lab.visual-logic.com, a website offering tutorials and forums, the text shows you how to use Autodesk 3ds Max to create dynamic landscape environments while also referring to a range of other tools including Google SketchUp, Autodesk Maya, and AutoCAD Civil 3D. It also demonstrates how to integrate 3D visualization tools into existing workflows, and offers critical coverage of intelligent drawings and representations, giving you a glimpse at the future of the profession. This book: Includes sections intended to build upon one another in order to understand the environment as a composite representation of multiple systems interacting Shows how to integrate 3D visualization tools into existing workflows, as opposed to offering an entirely new workflow Emphasizes modeling, animation, and simulation as both design analysis tools and presentation tools Modeling the Environment is essential reading for professionals in landscape architecture, urban planning and design, architecture, and related disciplines who are looking to be at the forefront of technology.
Artist Strijdom van der Merwe uses materials that are brought in to the landscape in order to make a statement about our relationship with the land. In many of his works the installation is not permanent but only functional for the duration of a certain event.
Autodesk Fusion 360 Surface Design and Sculpting with T-Spline Surfaces (5th Edition) textbook has been designed for instructor-led courses as well as self-paced learning. It is intended to help engineers and designers interested in learning Autodesk Fusion 360 for creating complex shape real-world models by using surface and T-Spline modeling techniques. This textbook is a great help for Autodesk Fusion 360 users who are new to surface and T-Spline modeling. It consists of a total of 232 pages covering the Surface and Form/Sculpt environments of Autodesk Fusion 360. It teaches users to use Autodesk Fusion 360 mechanical design software for creating complex shapes, three-dimensional surfaces and T-Spline models of zero thickness. This edition of textbook has been developed using Autodesk Fusion 360 software version: V.2.0.11685 (December 2021 Product Update). This textbook not only focuses on the usage of the tools and commands of Autodesk Fusion 360 for creating surface and T-Spline models but also on the concept of design. Every chapter in this textbook contains Tutorials followed by theoretical description, that provide users with step-by-step instructions for creating surface designs and sculpting with T-Spline surfaces. Moreover, every chapter ends with Hands-on Test Drives which allow users to experience the user friendly and powerful capacities of Autodesk Fusion 360. Main Features of the Textbook: Comprehensive coverage of tools Step-by-step real-world tutorials with every chapter Hands-on test drives to enhance the skills at the end of every chapter Additional notes and tips Customized content for faculty (PowerPoint Presentations) Free learning resources for faculty and students Additional student and faculty projects Technical support for the book by contacting [email protected]
Get started with the latest sculpting features in Blender 3D and learn key sculpting workflows such as Dynotopo, Voxel Remesher, QuadriFlow, and Multiresolution Key Features Use Blender’s core sculpting workflows: basic sculpting, Dynotopo, Voxel Remesher, QuadriFlow, and Multiresolution Learn how to use and customize Blender’s sculpting brushes to create fantastic art effortlessly Explore common techniques in Blender 3.0 for creating facial features, clothing, accessories, and more Book DescriptionSculpting the Blender Way is a detailed step-by-step guide for creating digital art with the latest Blender 3D sculpting features. With over 400 reference images, 18 Sculpting in Action videos, and dozens of 3D sculpture example files, this book is an invaluable resource for traditional and digital sculptors looking to try their hand at sculpting in Blender. The first part of the book will teach you how to navigate Blender's user interface and familiarize yourself with the core workflows, as well as gain an understanding of how the sculpting features work, including basic sculpting, Dyntopo, the Voxel Remesher, QuadriFlow, and Multiresolution. You’ll also learn about a wide range of brushes and all of the latest additions to the sculpting feature set, such as Face Sets, Mesh Filters, and the Cloth brush. The next chapters will show you how to customize these brushes and features to create fantastic 3D sculptures that you can share with the ever-growing Blender community. By the end of this book, you'll have gained a complete understanding of the core sculpting workflows and be able to use Blender to bring your digital characters to life.What you will learn Configure your graphics tablet for use in 3D sculpting Set up Blender’s user interface for sculpting Understand the core Blender sculpting workflows Familiarize yourself with Blender’s basic sculpting brushes Customize brushes for more advanced workflows Explore high-resolution details with brush alphas and Multiresolution Try out the all-new Cloth brush Render your finished artwork for and make it portfolio-ready Who this book is for This book is for artists who want to get started with the exciting new sculpting features in Blender 3D. Whether you have experience using ZBrush or traditional sculpting, or are completely new to sculpting, this book will have something new for you to learn. Prior experience with Blender or other 3D software may be helpful but is not required. However, a graphics tablet from Wacom, XP-Pen, or Huion is highly recommended to be able to follow along the concepts and examples covered in the book.
Tips and techniques for bringing reality and creativity to your game characters and art As video games evolve, the bar moves ever higher for realism, one of the most challenging artistic frontiers is creating realistic human characters. In ZBrush Studio Projects: Realistic Game Characters, ZBrush expert Ryan Kingslien zeroes in on specific areas of concern for game creation: human body style, faces, skin texturing, clothing, shoes, weaponry, and putting your character into a game environment. Throughout the book Ryan offers tips and insights that provide readers with the depth and breadth they need to bring reality and creativity to their game characters and art. Projects start from the beginning, just as they do in the studio, with the author to guide you step by step through attributes and tools. Projects encompass multiple disciplines to obtain finished, professional results.Although some step by step explanations are given, projects serve more as a guide for readers to complete their own version of the project. Each project comes with support files to validate results Covers one of the most unique challenges for game artists -- sculpting realistic and moveable human characters for a game environment Brings you up to speed on ZBrush, the top digital sculpting tool used to create characters and props in such games as Rock Band and World of Warcraft Covers body style, faces, skin texturing, clothing, shoes, weaponry, and how to put your character into a game environment Provides in-depth techniques and tips for everyone from aspiring digital sculptors to high-level professional ZBrush artists Includes a DVD with supporting files from the projects in the book, as well as videos that illustrate concepts Build the next game-winning action character with ZBrush and this professional guide! Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Digital sculpting is the use of tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Mudbox is the premier sculpting solution for digital artists, in that it allows them to naturally and easily sculpt detailed, organic characters and models in a way that feels like traditional sculpting. This book guides CG professionals through the process of creating amazing digital sculptures using the Mudbox arsenal of ground-breaking digital sculpting and 3D painting tools, and porting the models into their Maya or Max work. Artists will explore tried and true, traditional, sculpting techniques and learn to apply them to digital sculpting. A series of in-depth tutorials are incluced, each challenging them with progressively more complex models as they go on. Unique to this book are topics specific to fine art sculptors transitioning from traditional sculpting to digital sculpting. information found nowhere else for professional sculptors shows them how to successfully integrate digital sculpting into their workflow. Associated web site with: support files, models, materials, and textures for completing the tutorials in the book.
The Spring of 2020 saw educational institutions around the world abruptly convert to online teaching formats. While this transition may be unfamiliar—and even uncomfortable—the skills and techniques needed to engage and empower online learners can be learned and mastered to serve the current and ever-expanding need. This indispensable resource focuses on combining thoughtful teaching strategies with innovative technology to help learners engage more meaningfully and learn more effectively. The book distills decades of research in adult learning and education to provide evidence-based strategies that directly and practically apply to online environments. The author identifies five core areas for focus: principles of adult learning (how people learn), engagement through presence, diversity and inclusion, community, and learner empowerment; thereby demonstrating how to prepare for the online learning environment, design and develop suitable course materials, deliver instruction, and evaluate the learning experience. Book Features: A holistic approach that addresses and integrates every key dynamic to ensure the design, development, and delivery of optimal online learning experiences. Appropriate for instructors and course designers as they manage blended or fully online teaching models.Content is readily applicable across disciplines and institutional types. Grounded firmly in research, theory, and best practices related to social presence, engagement, inclusive pedagogy, Understanding by Design (UBD), Universal Design framework for Learning (UDL), reflective practice, and principles of adult learning and development. Comprehensive checklists provide overviews of key action items and associated steps involved in course design, development, and delivery. Reflection is a cornerstone of deep learning, and reflective questions are included in each chapter.
This title documents the burgeoning eco art movement from A to Z, presenting a panorama of artistic responses to environmental concerns, from Ant Farms anti-consumer antics in the 1970s to Marina Zurkows 2007 animation that anticipates the havoc wreaked upon the planet by global warming.