Sabtu, 29 Maret 2014

[S527.Ebook] Download Sources of European History: Since 1900

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Will be shipped from US. Used books may not include companion materials, may have some shelf wear, may contain highlighting/notes, may not include CDs or access codes. 100% money back guarantee.

  • Published on: 1600
  • Binding: Paperback

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Rabu, 19 Maret 2014

[C790.Ebook] Download PDF HIDDEN FACES., by Salvador Dali

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Hardcover

  • Sales Rank: #2126195 in Books
  • Published on: 1944
  • Number of items: 1
  • Binding: Hardcover
  • 413 pages

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Senin, 17 Maret 2014

[V468.Ebook] PDF Download A Mathematician Reads the Newspaper

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A Mathematician Reads the Newspaper

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  • Published on: 1600
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Sabtu, 08 Maret 2014

[Q338.Ebook] PDF Download Teacher and Child: A Book for Parents and Teachers, by Haim G. Ginott

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Teacher and Child: A Book for Parents and Teachers, by Haim G. Ginott

Minimal shelfwear w/beginning to curl corners only flaw. No markings. Pages are clean and bright. Binding is tight.

  • Sales Rank: #709404 in Books
  • Published on: 1993-09-24
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.00" h x 8.00" w x .50" l,
  • Binding: Paperback
  • 320 pages

Most helpful customer reviews

22 of 22 people found the following review helpful.
Between Parent and Child
By Chenue Colton Gill
To the publishers of this wonderful classic book on parenting. I found this book to be THE best book I ever read on parenting. I would even go so far as to say this may be the best and clearest book on human communication skills as well. I often recommended it to couples who were having trouble with basic communication. I am a trained social worker and have read many thousands of help, psychology and growth and development books. None surpassed this great writing of Ginott. I am dismayed to find that it is out of print. I wanted to give it to my own daughter who is now raising a two year old and and doing day care for five other toddlers. It was my plan to gift her with the book that had once helped me so when she was a two year old. Please find a way to once again publish this great book of wisdom for parenting.

17 of 17 people found the following review helpful.
Ginott/Between Parent and Child/Between Parent and Teenager/
By A Customer
I am disappointed that Ginott's books are both out of stock and out of print. I have read books by other authors who participated in workshops run by Haim Ginott. These other books were helpful to me, but I would like to read for myself the works that influenced so many. For example, Dr. Myrna B. Shure, in her book RAISING A THINKING CHILD, teaches techniques for helping children to solve problems by learning how to recognize feelings (their own and those of others) and communicate. This book has been extremely helpful to our family. Shure speaks of Dr. Ginott's influence as beneficial, as do authors such as Faber, Mazlish, and Coloroso. My six year old has learned to think of and evaluate alternatives instead of automatically throwing a tantrum and now I can model better behavior for him because of information from these other authors who were so influenced by Ginott. Please find a way to bring us Haim Ginott's works once again.

11 of 11 people found the following review helpful.
Between Parent and Child is a must for any parent.
By A Customer
I have read Between Parent and Child (and its companion book, Liberated Parents, Liberated Children). I have found it to be extremely helpful in helping me to be a good parent and raise a mensch -- a centered, grounded, stable, courteous child. Dr. Ginott's advice makes sense, is reasonable to apply in day-to-day life, and is also useful in any personal relationship. It is required reading for anyone who takes their child-rearing duties seriously.
I have recommended it to many friends, especially those who are having difficulty with one or more of their children's behavior.

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Jumat, 07 Maret 2014

[N521.Ebook] Ebook Free ZBrush Character Creation: Advanced Digital Sculpting, by Scott Spencer

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ZBrush Character Creation: Advanced Digital Sculpting, by Scott Spencer

ZBrush's popularity is exploding giving more CG artists the power to create stunning digital art with a distinctively fine art feel. ZBrush Character Creation: Advanced Digital Sculpting is the must-have guide to creating highly detailed, lush, organic models using the revolutionary ZBrush software. Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures and detailing. With a focus on both the artistry and the technical know-how, you'll learn how to apply traditional sculpting and painting techniques to 3D art while uncovering the "why" behind the "how" for each step. You'll gain inspiration and insight from the beautiful full-color illustrations and professional tips from experienced ZBrush artists included in the book. And, above all, you'll have a solid understanding of how applying time-honored artistic methods to your workflow can turn ordinary digital art into breathtaking digital masterpieces.

  • Sales Rank: #371670 in Books
  • Published on: 2008-06-03
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.00" h x .76" w x 8.00" l, 2.15 pounds
  • Binding: Paperback
  • 352 pages

Amazon.com Review

Amazon Exclusive: Scott Spencer's Favorite ZBrush Tricks


1. Move your light often. When sculpting try and use the basic material instead of the matcap shaders. The basic material allows you to interactively light the surface as you work. This makes judging your forms much easier since you can see shadows moving across the surface.

2. Use specular highlights. When working make sure you have some level of specular shine on the surface material. Specular highlights allows you to easily see the high points of the sculpt as well as pick out the fine details of the surface texture.

3. Store morph targets. When adding high frequency details it is a good habit to store a morph target of the model with no high frequency details. This will allow you to use the morph brush as a kind of "detail eraser", blending out the skin texture partially or completely as you work.

4. Use custom alphas. While ZBrush has many wonderful alphas preinstalled, get in the habit of finding useful images and storing them as your personal alpha library. You can quickly build up an in-depth and original collection of skin textures. Not only will this help you avoid clich�d alphas, it will also help you learn about the various kinds of wrinkle and scale patterns in nature by looking at the reference you collect.

5. Create and use custom menus.Use the custom menu options under preferences to group your most used buttons and options in one personal menu. This menu can then be mapped with a hotkey and called up at the touch of a button from anywhere in the user interface. This is an incredibly useful tool for speeding up your working time.

6. Create and use hotkeys. Another method to increase speed is using hotkeys. ZBrush has default hotkeys which can be found in the tool tip when hovering over a menu option. You can change these keys and set new hotkeys by pressing control and clicking on a menu option. ZBrush will the ask you to press the key combination you wish to assign as a hotkey.

7. Combine extraneous subtools. Your subtool menu can quickly become cluttered with extraneous parts. Two separate eyeballs for example are unnecessary and just add to the length of the subtool menu. Using meshInsert to take one eyeball and combine it into the other reducing two subtools into one. This can also be accomplished with the ZBrush plug-in SubtoolMaster. For this to work make sure the two tools have the same number of subdivision levels. This will ensure that both models retail their multiple levels of resolution when combined.

8. Frequent the ZBrushCentral website. The ZBrush user community is one of the most supportive user communities I have encountered. Visit ZBrush Central for updates on new tools, techniques, and plug-ins as well as conversations with other artist seeking critique on their work. If you have a question, posting in the forum will get an answer for you in no time.

9. Use ZMapper to check UVs. ZMapper's morph UV function is a quick and easy way to verify the UV set on a particular ZTool. This can be extremely useful in a production pipeline where you need to verify UV coordinates before proceeding. By simply loading the ZTool into ZMapper and activating morphUV you can check for the correct UV layout as well as visually can for any obvious overlaps or errors in the UV shells.

10. Sketch in ZBrush. Using a ZBrush primitive or a generic mesh, sketch characters often. These don’t have to be show reel pieces just little experiments in using the tools and learning about form. I do at least one sketch a day I never plan on showing publicly. This frees me to make mistakes and just relax. It also helps me learn new things about both using the ZBrush tools as well as sculpting form. Just like you may keep a private sketchbook for ideas and fragments, keeping a ZBrush sketch folder will help you stay active. It can also serve as a great source of inspiration when you want to pick up a rough character and take it to a finish.

11. Use reference. Always have reference handy when working. I personally use photo of real people as well as figurative sculptures when I work. It is hard to go wrong referencing how Michelangelo, Bernini, or Giambologna approached a particular problem in figure sculpture when you work. By referencing the masters you will learn while your work benefits. It is also a good idea to do master copies in your spare time. By trying to copy your reference exactly, you learn an amazing amount about how an artist thought and dealt with specific problems.

From the Back Cover

Break Free from the 3D Mold

ZBrush is taking the world of 3D modeling by storm, allowing CG artists to create spectacular organic models in a way that feels like traditional sculpting and painting. Like the software itself, this beautiful four-color guide perfectly blends technology with artistry to give you a thorough, hands-on tutorial in creating 3D characters with this revolutionary software.

Digital sculptor Scott Spencer guides you through the full array of ZBrush tools, including brushes, textures, and detailing. You'll learn how to sculpt in ZBrush, design a character bust, and dazzle viewers with your creations. Above all, you'll discover how to apply time-honored methods of traditional sculpting and painting to a digital format—and emerge a better artist, no matter what the medium.

  • Bridge the transition from traditional sculpting to digital

  • Explore the ZBrush interface and toolsets

  • Learn valuable techniques for texturing, posing, and rendering in ZBrush

  • Master ZScripts, macros, and other methods for customizing the interface

  • Transfer your ZBrush creations into Maya� and prepare for use in film, game, or other formats

  • Gain valuable insights and tips from guest artists throughout the book

VALUABLE COMPANION DVD

Support files for the book's tutorials are included on the DVD, so you can try out the techniques as you go. It also includes ZBrush movies to further illustrate the step-by-step sculpting process, as well as a trial version of ZBrush 3.1 for the Microsoft Windows operating system.

About the Author

Scott Spencer is Digital Art Director at Gentle Giant Studios. Creating creatures and characters for film, games, and the collectable figure market, Scott's credits include Iron Man, Harry Potter and the Order of the Phoenix, Golden Axe, Species 3, and others. He teaches digital sculpting and anatomy at The Gnomon School of Visual Effects, and serves as beta tester and consultant to Pixologic.

Most helpful customer reviews

13 of 14 people found the following review helpful.
Great Book!
By Meats Meier
As someone who has been studying Zbrush for many years, I can whole-heartedly recommend this book. Scott Spencer covers pretty much everything you need to know about Zbrush in this one, with a lean towards the focus of the amazing digital tools and sculpting methods.
I can see this book being a favorite among tradition sculptors looking to make an easy transition to sculpting within Zbrush, as well as digital artists that want to improve their traditional skills and human anatomy.

The chapter on creating displacements from Zbrush data is worth the price alone, in my opinion. Thanks for that.

This book is going to be a great resource for me when teaching classes on Zbrush this year. I wish I would have had this book years ago, it would have saved me a thousand nights of trying to figure out how to do many things inside of Zbrush. Scott really has unraveled many great working methods that will save me a great deal of time.

Also of note is a chapter written by Alex Alvarez (the owner of the Gnomon School of Visual Effects and the Gnomon Workshop) that details his working methods when creating a cool illustration inside of Zbrush and Maya.

Happy Zbrushing!

5 of 5 people found the following review helpful.
A perfect circle
By Dan Mihaila
This book is the perfect tool if you want to get an idea about the whole process of working with a mesh for games or for movies. It basically takes you from the most basic sculpting tools and walks you through each process in order to get a final product ready for game or movie rigging. It explains you major things like Sculpting, Texturing, PolyPaint, and Zbrush Animation Tools as well as not so common stuff like Displacement Maps and Normal Maps (Scott Spencer is the first one who managed to explain me what these are and how you make them and how you use them), Considerations you should have when sculpting certain areas and many more.

On top of this, Scott Spencer backs everything you read with video tutorials which are great! There you will find much much more than you find in the book (which is a lot) since you can hear his reflections while sculpting... you can see how he sees things when he designs and what his approach towards sculpting is.

Before I end this, I want to recommand the other two books and I STRONGLY advice you to start with his first book, which is Zbrush - Human Figure. The book was made back in the 3.5 days but nevertheless is such an amazing tool to learn the basics of sculpting and the basics of Anatomy. He is a master of Human Anatomy in Sculpture and here is the chance to see him in action.. to go and take a Maya box man with about 100 polys and transform him into what you can see on the book cover.
Basically, the three books work together... You get the basics of Anatomy and Sculpting in the first one, than you get all the additional processes explained in Character Creation (texturing, mapping etc) and than in the last one you go through several types of creatures and characters and you are concerned with more advanced stuff like rendering and lighting, composition etc.

Take this book, take the other two as well, remove all your distractions and get on with them. You will fly through what used to be walls of questions.

5 of 6 people found the following review helpful.
Great update to a classic
By Eric S Keller
Scott's update to this classic ZBrush book is a must have. Scott was my mentor at the Gnomon School of visual effects before he moved on to Weta. I learned so much from him that he let me take over teaching the class! He is one of the elite instructors and he knwo the program inside and out. On top of that he is an amazing artist in both traditional and digital arts. I love how he has adapted classic hollywood monster making techniques into his ZBrush workflow and he shares all of these techniques with you in this book.

Below is my review for the original edition which came out in 2008:

A truly incredible book, written by a master of both traditional and digital character sculpture. This book contains lessons that go beyond the software drawing on Scott's experience in the industry and artistic and anatomical training. I've studied with Scott personally over the past few years and I've gained a great deal from his teaching. ZBrush Character Creation encapsulates his own style and ability as a teacher and includes many extras submitted by the best Zbrush artists in the world. This book is intended for intermediate users, Scott goes through the basics of the software very quickly so this is not recommended for people who are new to the software. If you know enough to get around the interface and create a simple figure then your ready for Scott's book.

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