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Creating 3D Effects for Film, TV, and Gamesby David Santiago
Synopses & Reviews
The process of creating amazing effects and imagery can be a rewarding, one-of-a-kind experience. These effects capture the audience and draw them into the film theyre watching or the game theyre playing. While a multitude of guides exist for the programming and creation of effects, these guides often neglect the important details behind the process of effect creation. "Creating 3D Effects for Film, TV, and Games"covers the detailed processes and pipelines used to create effects for a variety of multimedia. It enables effects artists to develop the best process for completing complex projects, providing an understanding of visual effects as part of the overall process of creating films, commercials, video games, and a variety of other multimedia. It is filled with detailed discussion of each step of the production process and contains in-depth interviews with leading industry professionals. From selecting the studio that best suits your talents to addressing the details put in during the final steps of creating effects, this book is the comprehensive tour guide that every Effects TD should own.
"Creating 3D Effects for Film, TV, and Games"focuses on the same art, techniques, technology, and approaches used to create digital effects such as water, smoke, fire, crumbling buildings, and virtual sets in big-budget Hollywood films. The authors credit list includes some of the biggest effects films in recent history: "The Fifth Element", "Titanic", and "Armageddon". Youll cover the fundamentals and techniques for creating visual effects without focusing on a particular software package. Working your way through a practical application, youll see the development of a real-world set of effects shots, just like at a Hollywood effects studio.
This book educates readers on the same art, techniques, technology, and approaches used to create digital effects such as water, smoke, fire, crumbling buildings, and virtual sets in big-budget Hollywood films. The author?s credit list includes some of the biggest effects films in recent history: "The Fifth Element", "Titanic", and "Armageddon". The book discusses fundamentals and techniques for creating visual effects without regard to a particular software package, which should increase readership by including users of all digital effects programs. A practical application takes the reader through a real-world set of effects shots, just like at a Hollywood effects studio. To round out the learning experience, the Companion Web site provides readers with a wealth of examples.
About the Author
Born and raised in Wilmington, Delaware, David Santiago, received his Bachelors in Electrical Engineering-Microwaves/Electromagnetics from the UT at Austin. He then worked at NASA's Jet Propulsion Laboratory in Pasadena and pursued his Masters in Electrical Engineering-Microwave Systems/Electrophysics at the University of Southern California. After 6.5 years David left JPL for Digital Domain where he learned computer graphics on "Dante's Peak", "Fifth Element", "Titanic" and "Armageddon". From DD David moved to VIFX, which later became Rhythm and Hues. After a few years he left R&H to become the Effects Supervisor and Head of the Effects Department of Moon Crescent Studios. There he helped design and develop the studio's pipeline. As a Senior Effects Technical Director at Asylum Visual Effects, he created effects for many feature films, music videos and commercials. He designed and implemented pipelines for such projects as Aaliyah, More than a Woman, Pearl Harbor, Black Hawk Down and Master and Commander: Far Side of the World. David has used every major software package in production as well as presented to SIGGRAPH audiences on effects techniques and methodologies, lectured several times at DHIMA, and taught several in-studio classes on shader writing, scripting, and general approaches to effects creation and problem solving. He has enjoyed helping many independent and student filmmakers complete projects.
Table of Contents
Part 1: Overview 1. The Effects Industry 2. So You Want to Be an Effects TD? 3. An Interview with John DesJardin Part 2: Fundamentals 4. The Effects Pipeline 5. Effects Approaches 6. Different Types of Effects 7. An Interview with Judith Crow 8. Optimizing the Process 9. Effects Artists Tool Kit 10. Simulation Systems 11. Effects Lighting and Shaders 12. An Interview with Theo Vandernoot Part 3: Practical Application 13. Breakdown and Design 14. Research and Development 15. Running Shots 16. Delivering the Elements 17. Finishing Touches 18. An Interview with Hoyt Yeatman
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