Book (hardcopy) recomendations for Carrara and/or 3D.
Bunyip02
Posts: 8,563
Hello all
When I started using Silo 2 I decided I would get the book:-
3D Modeling in Silo: The Official Guide by Antony Ward.
I have plenty of experience in 2D which initially held me back as I had to "forget my old ways" & venture into new territory.
What I want is 3 to 4 more hard-cover reference books.
Preferably one on lighting, one on composition and layout, and a couple on different approaches to modelling & rendering.
Are there any books that would receive a definite recommendation from other Carrara users especially books that helped you out ?
Regards, Bunyip
Post edited by Bunyip02 on
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Digital Lighting and Rendering by Jeremy Birn. I believe the third edition is the most recent.
It is software agnostic, covers techniques for biased and un-biased renderers, is detailed and yet accessible to those not in the industry, though it is written from someone in the industry. Lots of illustrations and examples. Also a large amount of tutorial files, though to be honest, I haven't DLed them yet.
Thanks EP.
I saw you had mentioned it eleswhere, and will deinitely add it to the wishlist !!!!!
Also had a look on the web and it looks like what I am after.
All other recommendations are welcome.
A couple from the web that I found very interesting are:-
Vertex edited by Ryan Hawkins
Vertex 2 edited by Ryan Hawkins
Articles are written by those in industry, and are nice and concise without being over technical.
Some very good ideas in those pages.
Also available on the web:-
Active Rendering
Blenderart Magazine
C3DE Carrara 3D Expo
CGArena
DS Creative
Render Out
Regards, Bunyip
Tough question to answer....
It's a bit like asking "I want to be an artist, what book should I read?" The field of 3D graphics and visual effects is HUGE and covers a ton of material. Many professionals spend their lives specializing in, and learning about, only one or two of the many disciplines.
But, assuming you want to learn some basics about 3D, I'd suggest you start with a book like “The Art of 3D Computer Animation and Effects” by Isaac Kerlow. It's a good overall book that does a nice job touching on the basic aspects of the field. And it will keep you busy for a very long time... I know the guy, he worked at Disney, and you can't go wrong if you want something to give you a general background.
The Jeremy Birn book is also good, and Jeremy is an Amiga guy from way back so, by definition, he's completely awesome... :) :)
Other than that, it really depends upon your background and interests. Like I say, there are MANY areas you can focus on, and to really get a good understanding of the entire thing can take many lifetimes. So once you figure out where (and if...) you want to specialize you can ask for more specific suggestions. Personally, I'd also recommend focusing more on the generic art and photography aspects to really understand the world in non-3D terms, but most people tend to want to focus on and learn the software.
Pssst,
Don't tell anyone but I started my computer life on the old Commodore C64, still got it stashed away in the cupboard feeding 10 million or so dust mites.
Seriously though, anyone who has been in the computer industry for that long will have a huge knowledge base to pass on.
Disney is a well watched animation by most people, another one added to the wishlist, and yes computer animation is on my wishlist this year as well !!!!!!!
Thanks Bunyip
Don't go there.... I bought a Sinclair ZX80 build it yourself kit in 1981, still got it ;o) we did not like the other kids that had enough money to buy a VIC-20 and later the C64.
If animation is of interest then "The animator's survival kit" by Richard Williams is great, this is an old book from the cell animation days so it's only 2D but it gives fantastic information on walk cycles and how to make great animation of all kinds.
Hi,
here, scroll down on the right side:
http://carraracafe.com/category/tutorials/
German Active Rendering Magazine:
http://www.3d-board.de/index.php/Thread/10355-AR-04-06-Hexagon-Tutorial-Straßenlaterne-Teil-1/?postID=264805#post264805
rk.
I am currently reading Polygonal Modeling: Basic and Advanced Techniques by Mario Russo and am finding it incredibly useful and interesting.
I have a couple more on my reading list that were recommended to me by multiple people, neither is about 3D but both cover a lot of essential elements of composition and story telling:
Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design
Picture Perfect Practice: A Self-Training Guide to Mastering the Challenges of Taking World-Class Photographs (Voices That Matter)
I am currently reading Digital Modeling by William Vaughan. I am enjoying it very much, but am not far enough into it to give a good review. So far, it is not software specific.
Anything William do is good, so you can't go wrong there.
Name sounds familiar...he was the Lightwave trainer guy right? Did tons of tutorials for LW? Is he a good modeller?
Another magazine to add to the collection.
3D Art Direct - Hardcopy ($16 per issue) - http://3dartdirect.com/ (Free Pod Cast interviews at this site)
Free to read on ISSUU - http://issuu.com/tosk/docs/issue45
Interviews and Freebies from 3D Artists on DAZ/Content Paradise/RuntimeDNA/ etc..
COVERS:
VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● ZBRUSH ● LUMION ● BRYCE
yes, he is pretty good, he has been doing a lot of stuff in the past, if I remember correct he has been involved in some movie and tv projects also, most if it is in cartoon style though.
https://www.youtube.com/watch?v=4C9-bjeF8gw
Many thanks for the suggestions everyone.
Now have a list of 12 books that I am interested in, some have been mentioned here, others are books that I have seen reviewed else-where.
A few are of topics that are of interest to my early years of computing as well, mainly for background knowledge.
ie What did I do right and what did I do wrong !!!!!!
The ISSUU site has a number of different magazines which can be read, well worth a bit of an exploration.
Will space out buying the books so it is affordable for my budget.
Will also do a bit of a review on each of them when I have read them as well, just in case they might be of use to someone else.
Regards, Bunyip
12 Books listed in order of buying will be:-
3d Modelling in Silo by Antony Ward
Digital Modeling by William Vaughn
Digital lighting and Rendering by Jeremy Birn
The Art of 3D Computer Animation and Effects by Isaac Kerlow
3D Animation Essentials by Andy Beane
Computer Graphics for Artists - An Introduction : Springer
Polygonal Modeling: Basic and Advanced Techniques by Mario Russo
Colour and Light: A Guide for the Realist Painter by James Gurney
Digital Texturing and Painting by Owen Demers
The GMAX Handbook by Clayton E Crooks
Basic Rendering by Robert W Gill
3D for Graphic Designers by Ellery Connell
List may change towards the end, again anymore recommendations are welcome, and those provided have been much appreciated.
I have a number of art, drafting, camera/photography books.
Also did drafting & photography through high school so they have helped a great deal for providing background knowledge.
Hope the list is of interest/use to others as well.
There is plenty of excellent reference material out there, so don't think this list is the only one !!!!!!!
Regards, Bunyip
I am now far enough into this book to express an opinion. I am loving this. Vaughan has an organizational approach that works very well for me. He is constantly providing context, before jumping to detail. I am close to page 1000 of the kindle version, and there has been very little specific to what we would call the vertex modeling room. Instead, he has spent the first portion of the book putting the vertex modeler in context, with an emphasis on layout artists, storyboards, texture artists, rigging specialists, and a whole host of other professionals, and then discussed how the needs of these other professionals impact what is expected of the model and modeler. At every step, there is an interview or two with these other professionals. And most importantly for me, these other tasks are presented as needing to be done to tell a story even if one person is doing them all. He is not saying the loner has to do all those other things like the industry, he is saying the story comes first. The story, message, etc. that is trying to be conveyed is emphasized and that drives the requirements for the model. Then he talks about edge flow, expressions, joints, etc. I won't hit this next point too hard because it has been rehashed elsewhere, he does not emphasize the software. Paraphrasing, your job is to solve problems. The software may not be designed to do (whatever) yet. Problem in chair, not in computer. Find a way to use the tools you do have to solve the problem. That is your job. Well, it is not my job, it is my hobby. But I agree with the sentiment.
Now there are about 5000 pages to go with much more "modeling." If having context before detail helps you understand, then Vaughan's approach in general, and this book in particular will probably be good for you. if you are the kind of person that just wants a description of tools that are commonly found in current 3D apps, then you might get frustrated with the first 20% of this book.
I may revisit my review again, but so far I think this has been fantastic.
This is pure gold diomede64,
You can't get this sort of detail from the dust cover or scanning the index. You have to buy the book for this and you don't know for sure till you've handed your money over, if it's any good
Great job, looking forward to your final thoughts..
Yeah, that's impressive, and honestly a little surprising. I used LW for many years, among others, and I recall Vaughan as their tutorial dude, and somewhat of an evangelist, but honestly I can't say I was really impressed. I was never sure of his background, and while he had the LW toolset down pat, that doesn't mean a lot. To me at least.
But it's good to hear the guy is actually very proficient as a modeller. He certainly has many years in the business. I'm glad to hear there's an excellent resource out there that discusses the general modelling concepts, which are so important.
Good stuff.
I am now far enough into this book to express an opinion. I am loving this. Vaughan has an organizational approach that works very well for me. He is constantly providing context, before jumping to detail. I am close to page 1000 of the kindle version, and there has been very little specific to what we would call the vertex modeling room. Instead, he has spent the first portion of the book putting the vertex modeler in context, with an emphasis on layout artists, storyboards, texture artists, rigging specialists, and a whole host of other professionals, and then discussed how the needs of these other professionals impact what is expected of the model and modeler. At every step, there is an interview or two with these other professionals. And most importantly for me, these other tasks are presented as needing to be done to tell a story even if one person is doing them all. He is not saying the loner has to do all those other things like the industry, he is saying the story comes first. The story, message, etc. that is trying to be conveyed is emphasized and that drives the requirements for the model. Then he talks about edge flow, expressions, joints, etc. I won't hit this next point too hard because it has been rehashed elsewhere, he does not emphasize the software. Paraphrasing, your job is to solve problems. The software may not be designed to do (whatever) yet. Problem in chair, not in computer. Find a way to use the tools you do have to solve the problem. That is your job. Well, it is not my job, it is my hobby. But I agree with the sentiment.
Now there are about 5000 pages to go with much more "modeling." If having context before detail helps you understand, then Vaughan's approach in general, and this book in particular will probably be good for you. if you are the kind of person that just wants a description of tools that are commonly found in current 3D apps, then you might get frustrated with the first 20% of this book.
I may revisit my review again, but so far I think this has been fantastic.
Hello Diomede
Many thanks for your review - and yes that is the sort of book I am chasing !!!!!!!!
I am also getting a few software specific titles but what I am chasing at the moment, and through this year,
is information so that I can take 3D to the next level once I have mastered the current levels.
Previously I sort of hit a plateau that was a bit difficult in moving on from.
Artistic ability I can get the concepts out, but getting them to look like great works of art is still a work-in-progress.
Animation is also on my hit-list this year.
Hopefully the text-books along with the multitude of things Carrara can do will allow for a nice progression.
Yes I am well aware of that thing called "Learning Curve" and I still have lots to learn !!!!!!!!
Regards, Bunyip
First three books have arrived, have had a sticky beak at the Silo book and am very impressed,
advice on how to proceed looks like it is also good for all modeling applications.
It covers organic modelling of a figure, sculpting of clothes, hard surface modelling (jetpack), and hair.
Currently reading Digital Modeling by Vaughan and am nearly half-way through.
Definitely very highly recommended for anyone looking for a textbook on digital modelling.
Also written in ordinary verse so easy to understand, and when combined with interviews and
examples it is a joy to read. Wish I had bought it a couple of years ago.
Looking forward to reading Lighting & Rendering by Birn.
Regards, Bunyip
Used Silo since very beginning and learned modeling on my own.
Got the book as soon as it was released, IMO, you do not need any other book on polygonal modeling, Anthony is an excellent modeler and does everything in the most efficient way possible with least amount of tools, highly recommended book ...
I wish Steven Stahlberg released book on modeling, but, hey, Anthony's one is as good as you can get :)