At My Own Virtual

Author: Aixin Studio
Publisher: Beijing Hope Electronic Publishing House
Publication Date: 2002-07-01
Features: With the widespread adoption of broadband networks, internet speeds have accelerated rapidly. In the ever-evolving era of e-commerce, three-dimensional virtual reality technology is increasingly being recognized and utilized. Users can effortlessly explore the shape, color, and functionality of products from different angles by simply dragging the mouse. They can also freely change the product's color, texture, or even disassemble it to gain a detailed understanding of both its external and internal characteristics. This book is a specialized guide on online three-dimensional product design and virtual reality technology. Through 11 exciting examples—such as opening a virtual cigarette pack, the motion of a gyroscope, controlling a CD player, flying a spaceship, changing the color of a sports car, replacing a bicycle wheel, transforming a room, hinting at fruits, and the motion of planets—the book explains how to create three-dimensional models using 3ds Max 4.2 and Maya 4, as well as how to design virtual effects for these models using Cult3D's events and behaviors. The goal is to enable users to learn both three-dimensional modeling and virtual reality production independently and complete tasks on their own. At the end of the book, a particularly cool three-dimensional modeling tool, ImagrModeler, is introduced. It can create three-dimensional models from a single photo. By marking points on a two-dimensional object in the photo, a realistic three-dimensional model can be built, which can then be exported in Cult3D format for virtual design. The book is rich in examples, detailed in content, and progresses from simple to complex, guiding readers from basic three-dimensional modeling to the final stage of media interaction production. It serves not only as a self-study guide for film and television advertising personnel, web animators, art designers, and multimedia developers but also as a teaching material and reference book for students and teachers of computer art at higher art institutions.

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