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Berkus's custom residences bring to life the personalities and programmes of their clients. Rather than reiterating a signature style, Berkus approaches the design of a home as a collaborative process. Together the client and architect explore the needs
If you are working in theater involved in set creation, lighting or costume design this book will inspire you to reach the heights of the masters as you learn how they succeeded. To move a world from text to stage requires unique and considered design. Sculpting Space in the Theater reveals the philosophy and process of the most influential set, costume and lighting designers working in theater today. The designers profiled in this book - all of whom have established a visible signature and particular design process - have had a remarkable impact in the field of theater design worldwide. Interviews, illustrated with photographs and working sketches, reveal the vision behind designs, and personal anecdotes reveal lessons learnt, providing a practical insight into how designers approach their work, and achieve the effects they want.
Digital sculpting is the use of tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Mudbox is the premier sculpting solution for digital artists, in that it allows them to naturally and easily sculpt detailed, organic characters and models in a way that feels like traditional sculpting. This book guides CG professionals through the process of creating amazing digital sculptures using the Mudbox arsenal of ground-breaking digital sculpting and 3D painting tools, and porting the models into their Maya or Max work. Artists will explore tried and true, traditional, sculpting techniques and learn to apply them to digital sculpting. A series of in-depth tutorials are incluced, each challenging them with progressively more complex models as they go on. Unique to this book are topics specific to fine art sculptors transitioning from traditional sculpting to digital sculpting. information found nowhere else for professional sculptors shows them how to successfully integrate digital sculpting into their workflow. Associated web site with: support files, models, materials, and textures for completing the tutorials in the book.
Space is the first accessible text which provides a comprehensive examination of approaches that have crossed between such diverse fields as philosophy, physics, architecture, sociology, anthropology, and geography. The text examines the influence of geometry, arithmetic, natural philosophy, empiricism, and positivism to the development of spatial thinking, as well as focusing on the contributions of phenomenologists, existentialists, psychologists, Marxists, and post-structuralists to how we occupy, live, structure, and perform spaces and practices of spacing. The book emphasises the multiple and partial construction of spaces through the embodied practices of diverse subjects, highlighting the contributions of feminists, queer theorists, anthropologists, sociologists, and post-colonial scholars to academic debates. In contrast to contemporary studies which draw a clear line between scientific and particularly quantitative approaches to space and spatiality and more ‘lived’ human enactments and performances, this book highlights the continual influence of different mathematical and philosophical understandings of space and spatiality on everyday western spatial imaginations and registers in the twenty-first century. Space is possibly the key concept underpinning research in geography, as well as being of central importance to scholars and practitioners working across the arts, humanities, social sciences, and physical sciences.
Ready for a Claymation adventure that’s out of this world? This book takes readers all the way to outer space as they learn how to sculpt characters from astronauts to aliens, and space vehicles from space ships to rovers. The book begins with an introduction to Claymation and the tools and techniques necessary to completing the project. Readers will learn both armature and subtractive sculpting techniques, which are applicable to many different sculpting projects. Readers will also build their own set and make props to bring their movie together. The last step is learning about lighting and cameras so readers can make their Claymation space adventure a reality!
This book introduces the new term ‘creativities’ with cutting-edge examples of creativities research that has influenced the thinking and work of teachers and school leaders in their practice. Co-edited by one of the leading international experts in creativity and the arts, this book is packed with imaginative ideas and practical classroom suggestions underpinned by theory and research to help teachers become research-informed and research-generating. Sculpting New Creativities in Primary Education will inspire us, invite us to think, and share ways in which research is informing and enabling a role for new and creative practices in primary education. Each chapter is collaboratively written by an academic and a practicing teacher covering areas such as: creative spaces, intercultural and interdisciplinary creativity, art, wellbeing, mathematics, STEM and leadership creativities. It importantly highlights the need to inspire, shape and unfold change-making practices that (re-)invigorate, (re-)empower, and (re-)position primary education practice. Drawing from projects originally conducted both in the UK and beyond, this revolutionary book invites teachers, teaching assistants and school leaders to co-create ways to unlock research together as mutually informative ways of authoring change.
Providing an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to create, deform, and progressively add details to a shape, without being aware of the underlying mathematical representation nor being tied by any constraint on the geometrical or topological nature of the model. This book presents the field of interactive shape design from this perspective. Since interactively creating a shape builds on the humans ability of modeling by gesture, we note that the recent advances in interactive shape design can be classified as those that rely on sculpting as opposed to sketching metaphors. Our synthetic presentation of these strategies enables us to compare the different families of solutions, discuss open issues, and identify directions for future research. Table of Contents: Introduction / Sculpting Metaphors / Sketching Systems / Future Directions: Modeling by Gesture
Create excellent 3D animations with free, open-source software When you’re looking for help with creating animation with Blender, look no further than the top-selling Blender book on the market. This edition of Blender For Dummies covers every step in the animation process, from basic design all the way to finished product. This book walks you through each project phase, including creating models, adding lighting and environment, animating objects, and building a final shareable file. Written by long-time Blender evangelist Jason van Gumster, this deep reference teaches you the full animation process from idea to final vision. With this fun and easy guide, you’re on your way toward making your animation dreams a reality. Set up Blender and navigate the interface Learn how to build models in virtual space Texture, light, and animate your figures—then render your final product Get help and inspiration from the Blender community If you’re new to Blender or an experienced user in need of a reference, Blender For Dummies is the easy-to-use guide for you.
Tools for navigating today's hyper-connected, rapidly changing, and radically contingent white water world. Design Unbound presents a new tool set for having agency in the twenty-first century, in what the authors characterize as a white water world—rapidly changing, hyperconnected, and radically contingent. These are the tools of a new kind of practice that is the offspring of complexity science, which gives us a new lens through which to view the world as entangled and emerging, and architecture, which is about designing contexts. In such a practice, design, unbound from its material thingness, is set free to design contexts as complex systems. In a world where causality is systemic, entangled, in flux, and often elusive, we cannot design for absolute outcomes. Instead, we need to design for emergence. Design Unbound not only makes this case through theory but also presents a set of tools to do so. With case studies that range from a new kind of university to organizational, and even societal, transformation, Design Unbound draws from a vast array of domains: architecture, science and technology, philosophy, cinema, music, literature and poetry, even the military. It is presented in five books, bound as two volumes. Different books within the larger system of books will resonate with different reading audiences, from architects to people reconceiving higher education to the public policy or defense and intelligence communities. The authors provide different entry points allowing readers to navigate their own pathways through the system of books.