Graphics Books
Related Subjects: Pixmap Vector 2D 3D
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Used price: $5.96

A must have for Maya users!Review Date: 2007-05-15
Good practical info, a great addition to my Maya libraryReview Date: 2006-11-03
Exactly what it claims to be...Review Date: 2006-08-21
maya 6 killer tipsReview Date: 2005-09-29
I HATE "TIP" BOOKS...Review Date: 2005-07-12

Used price: $70.00

Magnífico!!!Review Date: 2008-04-28
Thorgerson es dueño de una imaginación y talento asombrosos. En este libro que posee prácticamente todo su trabajo relacionado a Pink Floyd hay muchas pruebas de ello.
Vale la pena totalmente, junto al Libro de Nick Mason son un complemento perfecto para entender la magia que ronda a Pink Floyd en sus dos ámbitos principales: música y artes visuales.
The best!Review Date: 2007-12-31
Buy NOW!! =)
Very good, but not a true graphic artists compilationReview Date: 2000-09-24
Perfect Companionship For Listening to FloydReview Date: 2005-02-24
Graphic artists will appreciate this collection because Thorgerson's almost Magritte-like graphic style is also perfectly and endlessly adaptable to the commercial marketing. Casual Floyd fans will get a kick out seeing so many classic Floyd images reproduced at much larger than CD size. More serious Floyd fans will savor Thorgerson's behind-the-scenes insights regarding the band. (I was surprised to learn that Thorgerson leans more towards Gilmour than Waters). Throughout,the author discusses his designs in a very straightforward, conversational, non-pretentious way. As a bonus, he also includes graphics from Floyd tour books, posters, and DVD clamcases.
Given that so little video footage exists of Floyd, this oversized hardcover collection provides the perfect collection of visuals to leaf through while you're listening to "Dark Side of the Moon" for the umpteenth time.
A "Beautiful" MindReview Date: 2002-03-25

Collectible price: $99.99

Amazing Book - Inspiring AuthorReview Date: 2007-03-19
The book is beautiful, very informative.Review Date: 2004-03-13
Very GoodReview Date: 2003-06-19
The only reason I don't give it 5 stars is that there could have been more content.
Amazing Work from an amazing artistReview Date: 2003-06-24
This book is full of amazing artwork Bert has done with Photoshop, along with a lot of tips and techniques from the master himself. You'll have a hard time believe that this book isn't just a collection of photos. Bert style is so photo-realistic it's jaw-dropping.
Definitely a must-have book for any PS enthusiast. Even if you don't plan to use PS for Photoreal artwork, there are techniques here that are applicable to other uses for PS but the book itself is worth the price just for the awe factor of Monroy's work.
Paint in Photoshop!Review Date: 2003-07-27

Used price: $13.74

Good JobReview Date: 2008-01-02
Still good for Flash Media Server 2Review Date: 2007-04-11
Only good resource I've found on this subjectReview Date: 2006-11-09
Since this book is concerned with situations where multiple Flash applications will be executing on the same server simultaneously, there is going to be considerable effort involved in coordinating events, which is addressed by this book. You should already have FCS installed and running on your server and you should also have Flash MX available on the client. The following is description of the book by chapter:
Chapter 1, Introducing the Flash Communication Server - Acts as an introduction to FCS and an overview of the whole book.
Chapter 2, Communication Components - How the FlashCom communication components encapsulate commonly needed features such as chat, video recording and playback, bandwidth control,and user configuration. These components implement many basic building blocks for your application.
Chapter 3, Managing Connections - This chapter covers connections in more depth past the SimpleConnect component, including how to write custom code to handle various changes in the connection status as well as different errors.
Chapter 4, Applications, Instances, and Server-Side ActionScript - This chapter describes how to write Server-Side ActionScript and work with the objects that control application instances and the Flash movies that connect to them.
Chapter 5, Managing Streams - Offers a somewhat oversimplified but complete example that shows the basic steps in publishing one live stream and subscribing to a second.
Chapter 6, Camera and Microphone - This chapter explains how to use both the Microphone and Camera classes to record live streams. These classes are at the heart of most communication applications involving multimedia.
Chapter 7, Media Preparation and Delivery - This chapter covers many details for compressing and streaming audio and video.
Chapter 8, Shared Objects - This chapter starts an entirely new subject - shared objects, which provide a mechanism for the transmission of data between client and server.
Chapter 9, Remote Methods - This chapter also shows how to broadcast method calls to every movie and application instance connected to a shared object or stream, or send them to and from individual movies using RMI.
Chapter 10, Server Management API - Discusses the Server Management API and its applications, including monitoring a FlashCom Server, gathering statistics on application instances, and managing the log streams.
Chapter 11, Flash Remoting - Demonstrates how Flash Remoting can be used to add data connectivity to FlashCom applications. Flash Remoting can access web services, server-side scripts, CGI applications, XML files, or the local filesystem with the help of an application server such as ColdFusion.
Chapter 12, ColdFusion MX and FlashCom - Teaches some specifics involved in using Flash Remoting with ColdFusion MX and FlashCom. There are some practical working examples shown that demonstrate how you can leverage the benefits of Flash Remoting in conjunction with FlashCom.
Chapter 13, Building Communication Components - This is the first step in building complete applications, and is demonstrated through an extensive example.
Chapter 14, Understanding the Macromedia Component Framework - How to modify an existing component and how to create a new one. Also discusses server-side framework code and its core features and data structures.
Chapter 15, Application Design Patterns and Best Practices - Describes some of the best practices available to application developers. This chapter provides some useful design options, patterns, and best practices that will help you build better applications.
Chapter 16, Building Scalable Applications - Deals with building multi-instance and multiserver applications that don't bog down as the number of client connections increases.
Chapter 17, Network Performance, Latency, Concurrency - Traditional network design issues affect FCS also.
Chapter 18, Securing Applications - Specifically this chapter examines the three A's of security - Authentication, Authorization, and Accounting.
This is a great reference.Review Date: 2006-03-16
Obligator reference in projects involving FlashCom, either for fast consultations and advanced tasks.
Excellent approach of subjects as Design patterns and security, yonder a perfect demonstration about audio, video and much more.
A necessity for the bookshelf...Review Date: 2006-03-02
Topics covered include:
- learning about components and how to use them
- establishing and managing client connections
- publishing live and recorded streams
- local communication with clients
- remote communication with outside applications
The book also shows how to build and integrate your own custom components, and how to scale your application using the components that you've created. Other highlights include information on how to use shared objects and server management API, as well as ways to improve both design and performance.

Used price: $0.64

Kitchens CooksReview Date: 2002-08-23
Get it now!Review Date: 2001-08-04
Susan is an excellent author and graphics artist. This woman is the Salvador Dali of the computer graphics world! Her books are indispensible!
Great examples, awesome artworkReview Date: 2000-05-02
Every feature in covered in great detail, far beyond the scope of the original Bryce manual. The author presents advanced features, showing how to make undersea worlds, rivers, & waterfalls using Bryce & Photoshop.
She devotes over 100 pages to working with texture. Other chapters cover working with other software, rendering and realistic nature imagery. There is even a chapter on making alien world scenes.
The CD also has some great examples including rendering tests & tutorial Bryce files to play with. There are also 100's of spectacular images of different worlds created by over 80 different artists.
The book you need to really understand BryceReview Date: 1999-04-08
Indespensible to learning Bryce, but could be improved upon.Review Date: 1999-07-11
Used price: $12.95

A MUST READ EPIC FOR ALL 6 STARSReview Date: 2007-06-25
A Fabulous ReadReview Date: 2002-10-11
A short synopsis is in order. The novel centers around a rather short, turbulent time in ancient China, following the collapse of the Han Dynasty and predating the rise of the Jin dynasty, the period known as the "Three Kingdoms". In order to rise up against the now-corrupt Han dynasty, the mystic Zhang Jiao began what is known as the "Yellow Turban rebellion". In response to this menace, heroes of China gathered in order to put down this threat. Among these heroes are the virtuous Liu Bei, the loyal and familial Sun Jian, and the cruel and wily (but talented) Cao Cao. After the Yellow Turban rebellion is put down, it is realized that the Han dynasty has grown horribly weak and corrupt, and the heroes leave for home with their own ambitions of ruling China. Liu Bei wishes for the old days (he is a distant relative of the Han line), Cao Cao wishes for personal glory and honor, and Sun Jian wishes to rule China in order to leave it to his sons. Many other players enter the drama (hundreds in fact!), but the story really revolves around these three and their spheres of influence.
The author, Luo Guan Zhong, wrote a book that is at once of strategy, history, psychology, warfare. Although battles are always present, even those readers not interested in warfare can find a great deal in this book. Inevitably, the reader will find himself siding with one of the great Kingdoms of Wei, Wu or Shu, and yet will still feel compelled to feel compassion, elation and sorrow for the others, as their fortunes rise and fall with the changing fates. Each time I read the book (six and counting!), I pull for Liu Bei, who brings himself from commoner status to the highest positions in the land despite his tragic flaw of being TOO virtuous! And yet, I cannot deny enjoying reading about Cao Cao, as he gains support and popularity until the battle of Chi Bi, at which point he falls and must rise again. Also, the ending is fabulous, and unexpected.
However, I must warn the first time reader of the complete deluge of names with which he will be accosted. To further complicate matters, different publishers of the book spell the names in different ways (e.g. Cao Cao=T'sao T'sao, Chuko Lee-ong=Zhuge Liang). I was aided in this struggle by the fact that I had played a game with these characters, so that I was familiar with some of them. The author revels in his knowledge of history, and expects the same of his readers, but the reader may feel completely overwhelmed. Just keep in mind the three main characters, and try to remember who follows whom, and you should do fine (however, it is frustrating when the character Xun Yu introduces the character Xun You, etc.).
"Empires wax and wane, states cleave asunder and coalesce". The first statement in the book is as true today as it was 2000 years ago. If you are a reader who prides himself on his knowledge of the classics, I can honestly say that your mental library is incomplete until you read this book. So, what are you waiting for?
romance of three kingdomsReview Date: 2000-05-09
Read to believe there is such a great book ever writtenReview Date: 2000-12-31
Essential Chinese Classic Also Loved By JapaneseReview Date: 2001-08-18
The story is based on the history of ancient China around late 2nd century to late 3rd century when the Chinese continent was divided by three strong kingdoms,Shu(Gui in Japanese),Wu(GO in Japanese) and Wei(SHOKU in Japanese).
I am familiar with the version of Eiji Yoshikawa, the author of Musashi, focusing more on the story of Liu Pei(Wei emperor),Kuan Yu, Chang Fei, and Chuko Kunming. Liu Pei, an heir of Han Dynasty ruling clan, is a humane leader supported by Kuan Yu, deft both in brain and might maybe eastern version of Knight, Chang Fei,short tempered but really strong warrior, and Chuko Kunming the master of strategy.
Rivaling Lie Pei is another giant Tsao Tsao outstanding ruler who nearly took hold of the whole Chinese continent but blocked by the allied forces of Wu and Wei in 208. Tsao Tsao is a bit demonized in this story but he is in fact one of the greatest rulers China ever had comparable to Napoleon. While Lie Pei who has little power gradually gains by charming a lot of talented people by his couteousness yet with propaganda tactics to demonize Tsao Tsao, Tsao Tsao took advantage of courting the Emperor and with the finest staff collected from the whole continent. Tsao Tsao's Shu finally unites the whole China after his death in 265, with the surrender of Wei but Lie Pei, Kuan Yu and Kunming are still loved and idealized by Chinese public. Wu survives by taking either rivaling sides and with excellent domestic and foreign affairs strategy.
On first reading you will be enjoying the way the characters outsmart the other camps. On second reading you will be struck by the humanity upon which the story is based. It is much more than a legend. It will surely get you closer to the mind of either Chinese and Japanese. But be careful. The way character name is pronounced differ between Chinese and Japanese. Such as Tsao Tsao is pronounced in Japanese as SOSO.

Used price: $15.99

Great for Simpsons fans/amateur cartoonistsReview Date: 2008-05-04
Good buyReview Date: 2008-01-22
This is very good buy for a Simpsons fan, or someone interested in learning to draw.
First Class Instructional GuideReview Date: 2008-01-19
If you love to drawReview Date: 2007-12-23
Excellent item!!Review Date: 2007-12-13

Used price: $19.36

AmazingReview Date: 2008-01-27
Buy this book now.
Excellent, entertaining history of Spider-ManReview Date: 2008-01-06
There are lots of interesting tidbits that will surprise even the most dedicated of fans. Entertaining details and gorgeous photography are the clear highlights of this massive package.
The coverage of how Spider-Man made it to the screen is particularly interesting.
Plus the evolution of the character is great, even if it just touches on some key milestones.
Three minor complaints:
1. The book tries to cover too much ground. That is, there's so much to report that the author must sometimes merely gloss over interesting historical details. Perhaps if the focus was mainly on comics and media and toys, it would have been more effective.
2. This book would have been the perfect place to offer some historical perspective on key story lines. The author spends some time on current history (Civil War) and some recent history (Clone Wars, Black Costume, Wedding), but very little on other history. It would have been very interesting to know more about certain story arcs from the 70s and early 80s.
3. Listing of facts. Sometimes the author seems to be simply listing information, like names of episodes or other stuff that doesnt really progress your knowledge of the character's history. It's almost as if the author is filling space to round out a chapter or section.
Again, these are minor complaints, and I still give this 4 of 5 stars.
This should be Book 1 in an ongoing series of books like this. Well worth the price.
A Must for any Spider-Man Fan!Review Date: 2007-11-30
This is the Spider-man Book I wanted to write!Review Date: 2007-11-29
I believe that one of the reasons that I became a professional writer was because of my love for this character. When I spotted this book at a local bookstore, I knew I had to have it. Having Steve's name on the cover clinched it for me.
Now as I read the book, rediscovering all of the things that made me a Marvel Zombie, and Spidey fan as a teen came flooding back. This is a terrific book, and if I, who not only knew much -- if not all -- of this stuff already still finds it fascinating, think how engrossing it will be to someone who doesn't have my history with the character. Going through the book I see snippets of conversations I had with Steve about the history of both Marvel and Spider-Man, as see that he has taken the care necessary for dealing with a subject that is near and dear to the author's heart.
Yes, this is a great coffee table book that is a great research tool as well as a wonderful trip down memory lane for any fan of May Parker's beloved nephew. All of which brings up an interesting point.
As much of the early accolades for Spidey (as reported in the book) revolved around the degree of realism that Stan Lee, Steve Ditko, and John Romita, Sr. put into the series (Spidey lived in New York, not "Metropolis" or "Gotham City," He suffered from real-world problems (school bullies, an ailing aunt, death of close friends), and that he was allowed to grow up and age (Peter went from a 15-year-old High School student to a young adult attending and then graduating college).
Thus, given this early ground-breaking work by Lee and those that followed, one has to wonder why the current editorial management team has decreed that Spidey's clock be reset to an earlier time via a magical "solution" (to a problem that wasn't there)? Ah well, perhaps Steve will be able to explain that in his follow-up tome.
More like Spider-Man: The BrandReview Date: 2008-04-07
The book is lavishly illustrated with quality reproductions of a wide range of comicbook covers and interior pages as well as screen grabs from animation and movies and photographs of various (often amusingly incongruous or shoddily made) Spider-Man products from across the decades.
Sadly the book is let down by the text. Contrary to the reviews above, the author does assume familiarity with Spidey as well as with Marvel Comics in general. For example, in his opening chapter he offers no definite summary of the character's fictional origin, making it neither explicit that Peter Parker was bitten by a radioactive spider nor that he later neglects to halt a criminal who goes on to murder his uncle. Other characters, titles and story-lines are tossed into the prose casually ("...Cap's shooting...") with no supporting explanation.
Worse, the author was on Marvel's pay roll in the past and as such certain passages come across as trade puff. Saffel is unwilling to engage critically with his subject. To cite a few examples: we are given no account of the well-known creative differences between Stan Lee and Steve Ditko, nor is the contention that Jack Kirby designed the costume addressed ; the recent "One More Day" reboot is described, correctly, as "controversial", but there's no description of why; "Spider-Man 3" was the most critically derided of Sam Raimi's movies (62% "fresh" at rottentomatoes.com compared with 90% and 93% for the previous instalments) but is nevertheless painted as the most successful.
This book therefore has the same frustrating lack of depth as the various DK "Ultimate Guides" to comic book characters whose authors also fail to make any attempt at critique, or even be encyclopaedic in their approach. The definitive Spider-Man book is yet to be written. One longs for something in the style of Les Daniels' "Complete Histories" of Superman, Batman and Wonder Woman.


One of Spideys bestReview Date: 2008-02-03
great for my collectionReview Date: 2007-10-13
FANTASTIC! Review Date: 2007-08-02
The best Spidey Story EverReview Date: 2007-07-12
Extremely recommended to EVERYONE
Great Spider-Man StoryReview Date: 2007-09-09

Used price: $5.50

Great Book, but Out-of-DateReview Date: 2008-06-20
However, for what it contains, it's VERY good. It has a great introduction on the early development of RPGs. You'll find good information on the influence of Dungeons and Dragons and Lord of the Rings on CRPGs. The interviews at the end are excellent reading as well.
The book sets out to guide new RPG designers through the do's and don'ts of CRPG development, and give them a good background on why things are the way they are. It lays out what you need in your proposal and design document, with plenty of examples. It really does an excellent job in all of this. If you're looking for code, look elsewhere. You won't find ANY in this book. It's intended for designers, not programmers.
If you can grab it for under ten bucks like I did, go for it. Everything inside the book is still useful and the guiding principles are accurate even with all that's happened since it was published. I just wish there was a second volume that included all of the new stuff.
Fun, Useful, and InterestingReview Date: 2007-06-14
Don't buy this book if you are expecting someone to tell you the steps involved in making an RPG. There are many better books for that. S&C doesn't tell you how to make a game. It tells you how to THINK when making a game. It also goes quite in-depth about what it's like to be in the role of a game designer.
So the two scenarios in which this book would be most useful are:
1. You have a game already designed in your head and just want to make it more fun or more professional.
2. You are considering whether you want to become a game designer as a career.
If you fit one of these two, buy this book right away. If not, it might still be worth a look. It's interesting, well-written, and you may just learn a thing or two.
Well WrittenReview Date: 2007-05-26
The concepts covered in this book will help not only individuals trying their hand at designing RPGs, but other games as well. The information is also presented in an interesting and entertaining way to keep the reader doing just that, reading.
Having recently entered the video game industry, I would recommend this book to anyone seeking to get a start in the industy or anyone just curious about game design in general.
Good intro to game design.Review Date: 2005-02-16
A word to prospective buyers: Swords and Circuitry is not a book about coding games. If that's what you're looking for, Prima has a number of other titles you can go to. This one's about designing games, and there's nary a line of code to be found.
Okay, now that that's out of the way, this book does have a lot to offer both for those who plan to specialize in game design and those who are running (or trying to run) one-man shops. The Hallfords offer a good deal of advice regarding the whole process of game design, from defining what it is (and having others interviewed by Neal Hallford do so as well) to details of design documents, proposals, etc. The benefits for the aspiring game designer are obvious; to the one-man shop, reading this may help clarify some things that will help when programming time comes, or shed a different light on things that may not have been thought of in quite that way. Definitely worth checking out, but know what you're getting. *** ½
The Best RPG design book yetReview Date: 2006-12-12
Related Subjects: Pixmap Vector 2D 3D
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