Sabtu, 18 Agustus 2012

Download PDF Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani

Download PDF Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani

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Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani

Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani


Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani


Download PDF Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani

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Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani

Concerning architecture and the city, built, imagined and narrated, this book focuses on Manhattan and Venice, but considers architecture as an intellectual and spatial process rather than a product.

A critical look at the making of Manhattan and Venice provides a background to addressing the dynamic redefinition and making of space today. The gradual processes of adjustment, the making of a constantly changing dense space, the emphasis on forming rather than on figure, the incorporation of new forms and languages through their adaptation and transformation, make both Manhattan and Venice, in different ways, the ideal places to contextualize and address the issue of an architecture of the dynamic.

  • Sales Rank: #5348075 in Books
  • Published on: 2015-04-11
  • Original language: English
  • Dimensions: 9.00" h x 6.25" w x .75" l,
  • Binding: Paperback
  • 288 pages

About the Author

Teresa Stoppani is Reader in Architecture at the University of Greenwich, UK, where she directs the postgraduate Architecture History and Theory courses, and visiting lecturer in History and Theory Studies at the Architectural Association, London, UK. 

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Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani PDF

Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani PDF

Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani PDF
Paradigm Islands: Manhattan and Venice: Discourses on Architecture and the CityBy Teresa Stoppani PDF

Jumat, 17 Agustus 2012

PDF Download 3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan

PDF Download 3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan

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3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan

3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan


3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan


PDF Download 3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan

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3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan

There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ).  Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art.  Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art).

Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work.  Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months.  Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work. 

  • Sales Rank: #1267453 in Books
  • Published on: 2011-11-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.60" h x .90" w x 7.40" l, 2.05 pounds
  • Binding: Paperback
  • 380 pages

About the Author
Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins). During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry. Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course. Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan. Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm. Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)

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3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan PDF

3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan PDF

3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan PDF
3ds Max Modeling for Games: Volume II: Insider's Guide to Stylized ModelingBy Andrew Gahan PDF

Kamis, 16 Agustus 2012

PDF Ebook Analysis, Design and Construction of Braced DomesFrom Nickols Publishing Company

PDF Ebook Analysis, Design and Construction of Braced DomesFrom Nickols Publishing Company

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Analysis, Design and Construction of Braced DomesFrom Nickols Publishing Company

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Analysis, Design and Construction of Braced DomesFrom Nickols Publishing Company

  • Published on: 1984
  • Binding: Hardcover

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