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Showing 54,151 through 54,175 of 54,524 results

40 Ways to Fold a Napkin: Stylish folds for every occasion

by OH Editions

In 40 Ways to Fold a Napkin you will discover 40 ways to turn your meal into a tablescaped event, worthy of an Instagram post. From simple folds that can hold cutlery to elegant knots, quirky envelopes and more, your event will instantly become more refined and classy. There are even some special folds for Christmas, Thanksgiving, Easter and more.From birthdays to DIY weddings, dinner parties or just a Friday night at home for two, this stylish guide is for anyone who loves to entertain. Make every meal an event by folding your napkins.

40 Ways to Fold a Napkin: Stylish folds for every occasion

by OH Editions

In 40 Ways to Fold a Napkin you will discover 40 ways to turn your meal into a tablescaped event, worthy of an Instagram post. From simple folds that can hold cutlery to elegant knots, quirky envelopes and more, your event will instantly become more refined and classy. There are even some special folds for Christmas, Thanksgiving, Easter and more.From birthdays to DIY weddings, dinner parties or just a Friday night at home for two, this stylish guide is for anyone who loves to entertain. Make every meal an event by folding your napkins.

40 Knots and How to Tie Them

by Lucy Davidson

A beautifully presented, practical gift guide to the age-old art of tying knots.

4 Farben - ein Bild: Grundwissen für die Farbbildbearbeitung mit DTP (Edition PAGE)

by Mattias Nyman

Die Fortschritte im Bereich der Grafik- und Computer-Technologie erlauben es heutzutage, Bilder in den Computer einzuscannen, sie dort zu bearbeiten und für den Druckvorgang vorzubereiten. Das Interesse an dieser neuen Reproduktionsmethode nimmt rasch zu, und der Bedarf an Know-how ist noch weitaus größer. 4 Farben - ein Bild beschreibt diesen Prozeß - von Originalvorlagen zu fertigen, separierten Druckfilmen - klar und deutlich, mit zahlreichen instruktiven Farbabbildungen und verständlichen Erläuterungen. Das Buch stellt grundlegendes Wissen über 4-Farb-Reproduktionen mit DTP zur Verfügung, und es verhilft darüber hinaus zu einem vertieften Einblick in die Arbeitsweise mit Adobe Photoshop, Cachet, und QuarkXPress. 4 Farben - ein Bild wurde ursprünglich in Schweden publiziert. Der Autor, Mattias Nyman, arbeitet seit Ende der 80er Jahre im Bereich Reprographie mit DTP. Er hat seitdem intensive Erfahrungen und Kenntnisse gesammelt. Diese erweiterte und aktualisierte Ausgabe ist sowohl für den Neuling als auch für den erfahrenen Repro-Fachmannn ein unentbehrliches, zusammenfassendes Handbuch.

4 and The Night Tella (Modern Plays)

by Sarah Milton

You definitely want to f*ck her but you don't want to know her. You certainly don't want to stay for breakfast… Sarah Milton's new one-woman play tells the story of one woman's immediate response to a sexual assault, fueled by a toxic friendship and crisis of identity.Two best friends are heading out for the night. Our protagonist, known as 'She', is hoping to win over her crush – Isaac the bartender, at their favourite joint. That night, her best friend Trixie decides to invite a group of men home that she fancies, promoting She as her sexy, obtainable friend, to help seal the deal. But when She wakes up the next day, confused, sore, laid next to a man she doesn't recognise, She is forced to re-evaluate everything she thinks she knows about her friendships, identity and sexuality.This edition was published to coincide with the premiere at London's Vault Festival 2022.

4 and The Night Tella (Modern Plays)

by Sarah Milton

You definitely want to f*ck her but you don't want to know her. You certainly don't want to stay for breakfast… Sarah Milton's new one-woman play tells the story of one woman's immediate response to a sexual assault, fueled by a toxic friendship and crisis of identity.Two best friends are heading out for the night. Our protagonist, known as 'She', is hoping to win over her crush – Isaac the bartender, at their favourite joint. That night, her best friend Trixie decides to invite a group of men home that she fancies, promoting She as her sexy, obtainable friend, to help seal the deal. But when She wakes up the next day, confused, sore, laid next to a man she doesn't recognise, She is forced to re-evaluate everything she thinks she knows about her friendships, identity and sexuality.This edition was published to coincide with the premiere at London's Vault Festival 2022.

3rd EAI International Conference on IoT in Urban Space (EAI/Springer Innovations in Communication and Computing)

by Rui José Kristof Van Laerhoven Helena Rodrigues

This proceedings presents the papers from Urb-IoT 2018 - 3rd EAI International Conference on IoT in Urban Space, which took place in Guimarães, Portugal on 21-22 November 2018. The conference aims to explore the emerging dynamics within the scope of the Internet of Things (IoT) and the new science of cities.The papers discuss fusion of heterogeneous urban sources, understanding urban data using machine learning and mining techniques, urban analytics, urban IoT infrastructures, crowd sourcing techniques, incentification and gamification, urban mobility and intelligent transportation systems, real time urban information systems, and more. The proceedings discuss innovative technologies that navigate industry and connectivity sectors in transportation, utility, public safety, healthcare, and education. The authors also discuss the increasing deployments of IoT technologies and the rise of the so-called 'Sensored Cities'‚ which are opening up new avenues of research opportunities towards that future.

3ds Max Speed Modeling for 3D Artists

by Thomas Mooney

3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling (2nd Edition)

by Andrew Gahan

With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models

3ds Max Design Architectural Visualization: For Intermediate Users

by Brian L. Smith

Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.

3ds Max Design Architectural Visualization: For Intermediate Users

by Brian L. Smith

Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.

3ds Max Basics for Modeling Video Game Assets: Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines

by William Culbertson

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

3ds Max Basics for Modeling Video Game Assets: Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines

by William Culbertson

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

3ds Max 8 MAXScript Essentials

by Autodesk

Write your own MAXScript functions and utilities to create custom tools and UI elements, and automate repetitive tasks. Demonstrated techniques include the creation of objects, arrays, collections, control structures, parametric objects, and the construction of UI elements. The companion CD-ROM contains media files that allow you to practice the techniques with real-world examples demonstrating how you can use then in a production environment.

3ds Max 8 MAXScript Essentials

by Autodesk

Write your own MAXScript functions and utilities to create custom tools and UI elements, and automate repetitive tasks. Demonstrated techniques include the creation of objects, arrays, collections, control structures, parametric objects, and the construction of UI elements. The companion CD-ROM contains media files that allow you to practice the techniques with real-world examples demonstrating how you can use then in a production environment.

3ds Max 2012 (PDF)

by Kelly Murdock

Updated version of the bestselling 3ds Max book on the market 3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max 2012's latest and greatest features, you'll love the fact that the 3ds Max 2012 Bible continues to be the most comprehensive reference on this highly complex application. Find out what's new, what's tried and true, and how creative you can get using the tips, tricks, and techniques in this must-have guide. Don't miss the 16-page color insert with examples from cutting-edge 3D artists, as well as the DVD packed with all kinds of extras. Loaded with expert advice, timesaving tips, and more than 150 step-by-step tutorials Highlights the work of some of today's most cutting-edge 3D artists in a 16-page color insert Includes a companion DVD with all examples from the book, including unique models and texture that you can customize DVD also features 500 pages of extra content from previous editions of the 3ds Max Bible, including a set of Quick Start tutorials If you want to gain 3ds Max 2012 skills, whether you're just beginning or not, this is the book you need to succeed.

3D Warhol: Andy Warhol and Sculpture (International Library of Modern and Contemporary Art)

by Thomas Morgan Evans

Rain machines; alarmed kosher pickle jars filled with gemstones; replica cornflakes boxes; 'disco décor'; time capsules; art bombs; birthday presents; perfume bottles and floating silver pillows that are clouds; paintings that are also films; museum interventions; collected and curated projects; expanded performance environments; holograms. This is a book about the vast array of sculptural work made by Andy Warhol between 1954 and 1987, a period that begins long before the first Pop paintings and ends in the year of his death.In 3D Warhol, Thomas Morgan Evans demonstrates that Warhol's engagement with sculpture and its traditional notions produced 'trespasses', bisecting across the expectations, allegiances and values within art historical, and ultimately, social, sites of investiture - or territories. This groundbreaking, original book brings to the forefront a major, but overlooked aspect of Warhol's oeuvre and provides an essential new perspective on the artist's legacy.

3D Visual Content Creation, Coding and Delivery (Signals and Communication Technology)

by Pedro Amado Assunção Atanas Gotchev

This book covers the different aspects of modern 3D multimedia technologies by addressing several elements of 3D visual communications systems, using diverse content formats, such as stereo video, video-plus-depth and multiview, and coding schemes for delivery over networks. It also presents the latest advances and research results in regards to objective and subjective quality evaluation of 3D visual content, extending the human factors affecting the perception of quality to emotional states. The contributors describe technological developments in 3D visual communications, with particular emphasis on state-of-the-art advances in acquisition of 3D visual scenes and emerging 3D visual representation formats, such as: multi-view plus depth and light field;evolution to freeview and light-field representation;compression methods and robust delivery systems; andcoding and delivery over various channels. Simulation tools, testbeds and datasets that are useful for advanced research and experimental studies in the field of 3D multimedia delivery services and applications are covered. The international group of contributors also explore the research problems and challenges in the field of immersive visual communications, in order to identify research directions with substantial economic and social impact. 3D Visual Content Creation, Coding and Delivery provides valuable information to engineers and computer scientists developing novel products and services with emerging 3D multimedia technologies, by discussing the advantages and current limitations that need to be addressed in order to develop their products further. It will also be of interest to students and researchers in the field of multimedia services and applications, who are particularly interested in advances bringing significant potential impact on future technological developments.

3D Video and Its Applications

by Takashi Matsuyama Shohei Nobuhara Takeshi Takai Tony Tung

This book presents a broad review of state-of-the-art 3D video production technologies and applications. The text opens with a concise introduction to the field, before examining the design and calibration methods for multi-view camera systems, including practical implementation technologies. A range of algorithms are then described for producing 3D video from video data. A selection of 3D video applications are also demonstrated. Features: describes real-time synchronized multi-view video capture, and object tracking with a group of active cameras; discusses geometric and photometric camera calibration, and 3D video studio design with active cameras; examines 3D shape and motion reconstruction, texture mapping and image rendering, and lighting environment estimation; demonstrates attractive 3D visualization, visual contents analysis and editing, 3D body action analysis, and data compression; highlights the remaining challenges and the exciting avenues for future research in 3D video technology.

The 3D Type Book

by FL@33

This book is the most comprehensive showcase of three-dimensional letterforms ever written, featuring over 1,300 images of more than 300 projects by more than 160 emerging talents and established individuals and studios.Contributors include Sagmeister Inc, Vaughan Oliver, Milton Glaser, Alvin Lustig, Louis Danziger, Roger Excoffon, Paul Elliman, Marian Bantjes, Geoff Kaplan, Clotilde Olyff, Italo Lupi, Marion Bataille, Antoine+Manuel, Frost*Design, Mervyn Kurlansky, Non-Format, Oded Ezer, Rowland Scherman, Post Typography, Rinzen, Underware’s Type Workshop, J. Kyle Daevel, Ji Lee, Pleaseletmedesign, and Strange Attractors Design.As well as pioneering milestones from as far back as the 1940s, this book focuses on recent and brand new typographic projects. 3D type specialist Andrew Byrom explains the context and motivation behind these innovative works in an insightful foreword. Please visit the dedicated website 3d-type.com for additional info.

3D-TV System with Depth-Image-Based Rendering: Architectures, Techniques and Challenges

by Ce Zhu, Yin Zhao, Lu Yu and Masayuki Tanimoto

Riding on the success of 3D cinema blockbusters and advances in stereoscopic display technology, 3D video applications have gathered momentum in recent years. 3D-TV System with Depth-Image-Based Rendering: Architectures, Techniques and Challenges surveys depth-image-based 3D-TV systems, which are expected to be put into applications in the near future. Depth-image-based rendering (DIBR) significantly enhances the 3D visual experience compared to stereoscopic systems currently in use. DIBR techniques make it possible to generate additional viewpoints using 3D warping techniques to adjust the perceived depth of stereoscopic videos and provide for auto-stereoscopic displays that do not require glasses for viewing the 3D image. The material includes a technical review and literature survey of components and complete systems, solutions for technical issues, and implementation of prototypes. The book is organized into four sections: System Overview, Content Generation, Data Compression and Transmission, and 3D Visualization and Quality Assessment. This book will benefit researchers, developers, engineers, and innovators, as well as advanced undergraduate and graduate students working in relevant areas.

3D TV and 3D Cinema: Tools and Processes for Creative Stereoscopy

by Bernard Mendiburu

This book helps you master the technical requirements of shooting 3D stereoscopic images. This title defines the concept of a professional 3D camera system and describes what features are required to make a successful unit to keep your production on schedule and on budget.

3D TV and 3D Cinema: Tools and Processes for Creative Stereoscopy

by Bernard Mendiburu

This book helps you master the technical requirements of shooting 3D stereoscopic images. This title defines the concept of a professional 3D camera system and describes what features are required to make a successful unit to keep your production on schedule and on budget.

3D Technology In Fine Art And Craft (PDF)

by Bridgette Mongeon

The possibilities for creation are endless with 3D printing, sculpting, scanning, and milling, and new opportunities are popping up faster than artists can keep up with them. 3D Technology in Fine Art and Craft takes the mystery out of these exciting new processes by demonstrating how to navigate their digital components and showing their real world applications. Artists will learn to incorporate these new technologies into their studio work and see their creations come to life in a physical form never before possible. Featuring a primer on 3D basics for beginners,interviews, tutorials, and artwork from over 80 artists, intellectual property rights information, and a comprehensive companion website, this book is your field guide to exploring the exhilarating new world of 3D. Follow step-by-step photos and tutorials outlining the techniques, methodologies, and finished products of master artists who have employed 3D technology in new and inventive ways Learn how to enlarge, reduce, and repurpose existing artwork and create virtual pieces in physical forms through a variety of mediums Research your options with an accessible list of pros and cons of the various software, 3D printers, scanners, milling machines, and vendors that provide services in 3D technology Listen to podcasts with the artists and learn more tips and tricks through the book's website at www.digitalsculpting.net

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