Virtual Vixens Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Virtual Vixens book. This book definitely worth reading, it is an incredibly well-written.
Author : Linda Williams Publisher : Univ of California Press Page : 402 pages File Size : 51,8 Mb Release : 1999-04-27 Category : Performing Arts ISBN : 0520219430
Features software workshops for 3ds Max, Maya, CINEMA 4D, Lightwave, and Softimage XSI. Hot, hotter, hottest. See how today's leading modeling artists create 3D characters that sizzle and get the techniques you'll need to create your own virtual vixens. Steven Stahlberg, Liam Kemp, Marco Patrito, and Sze Jones from Blur Studio are just a few of the 3D artists who share their secrets for making the fantasy females you wish were real. You'll get their personal stories, insights into the profession, and new ways to conceive and construct your own 3D characters. Then, seven hands-on workshops demonstrate the complete work cycle of modeling 3D characters to bring your own fantasies to life-from making the first sketch and preparing the template to modeling and texturing characters and lighting and rendering. You can use the techniques with any of the major software tools including 3ds Max, Lightwave, Softimage XSI, Maya, or Cinema 4D. Since the workshops don't use any previously made objects, you'll get to start from scratch with your imagination as the only limit. Participants: Andrea Bertaccini Max Edwin Wahyudi Sze Jones Liam Kemp Arndt von Koenigsmarck K. C. Lee Daniel Moreno Diaz Marco Patrito Steven Stahlberg Francois de Swardt.
Companies must innovate to grow, but they often forget to look beyond their own brands. Take Sony, for example. Its success with consumer innovations like the Walkman blinded it to obvious changes in how, when, and where people wanted their music. Apple capitalized on those changes in demand with the iPod, providing a new way of listening to music and of managing one’s entire music library. This book explains how you can spot these opportunities that are hidden in plain sight. It introduces the demand-first innovation and growth model that will show you how to become an unbiased observer of people’s consumption and usage behaviors. Refining this skill helps companies generate organic growth through new products, services, solutions, and experiences that truly enhance peoples’ lives. Revealing the innovative processes of such organizations as BMW, Proctor and Gamble, GE Healthcare, and Frito-Lay, Hidden in Plain Sight offers you a new approach to identifying and executing your company’s growth strategy.
Darwin's Law by Elaine Hatfield,Richard L Parson Pdf
Calli Guerrero-Waite faces a wrenching moral dilemma. Caught in a painful marriage, she sees a new life opening up for her when she has an affair with Jake Sanchez. Ready to divorce her anthropologist husband, circumstances abruptly alter. Conscience calls her one way, love another. The way that Calli and Jake confront the pull of conscience, the dictates of Calli's powerful husband, the scorn of family and friends, and a concern for her two sons forms the crux of Darwin's Law.
Conjuring the Calabash by Mawiyah Kai EL-Jamah Bomani Pdf
"This book is about Black girl magick, queer girl magick, straight girl magick, trans magick, bisexual magick. It's about giving yourself the power to be fierce...Black women are Hierophants, Magicians, Empresses, and High Priestesses."—Mawiyah Kai El-Jamah Bomani Authentic and unapologetic, this guide to magical spirituality empowers you to take back the power to heal and shine under your own strength. Written by an accomplished Hoodoo practitioner, Conjuring the Calabash features spells, recipes, and rituals that help you rise out of the constrictions around you. Mawiyah Kai El-Jamah Bomani shows you how to bless your calabash (sacred womb) with love and reawaken your fullest potential through folk traditions, personal stories, and her favorite songs and pop stars. An inclusive and intersectional voice in contemporary Hoodoo, Mawiyah will help you become your fiercest self.
All Your Base Are Belong to Us by Harold Goldberg Pdf
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Cinema 4D 11 Workshop by Arndt von Koenigsmarck Pdf
Model, texture and animate with Cinema 4D 11 using the techniques and tips provided in Cinema 4D 11 Workshop. Starting with all of the basic concepts, functions, and tools - follow along to the workshop tutorials that deliver a hands-on knowledge of the new R11 toolset as well as the returning advanced features. The companion website provides all of the required tutorial media from the projects in the book so that you create your own working models and animations.
Author : Jennifer L. Holm Publisher : Random House Books for Young Readers Page : 128 pages File Size : 43,9 Mb Release : 2012-08-07 Category : Juvenile Fiction ISBN : 9780375899201
Eighth Grade Is Making Me Sick by Jennifer L. Holm Pdf
Part graphic novel, part scrapbook and altogether original—New York Times bestselling author Jennifer Holm's Eighth Grade Is Making Me Sick is just right for fans of Diary of a Wimpy Kid, Dork Diaries and Babymouse! Ginny has big plans for eighth grade. She's going to try out for cheerleading, join Virtual Vampire Vixens, and maybe even fall in love. But middle school is more of a roller-coaster ride than Ginny could have ever predicted. Her family has just moved into a fancy new house when Ginny's stepdad loses his job. (Can worrying about money make you sick?). Ginny's big brother keeps getting into trouble. And there's a new baby on the way. (Living proof that Ginny's mom and stepdad are having sex. Just what she needs.) Filled with Post-its, journal entries, grocery lists, hand-drawn comic strips, report cards, IMs, notes, and more, Eighth Grade Is Making Me Sick is the sometimes poignant, often hilarious, always relatable look at a year in the life of one girl, told entirely through her stuff.
“The Secret History meets Jennifer’s Body. This brilliant, sharp, weird book skewers the heightened rhetoric of obsessive female friendship in a way I don’t think I've ever seen before. I loved it and I couldn’t put it down.” - Kristen Roupenian, author of You Know You Want This: "Cat Person" and Other Stories The Vegetarian meets Heathers in this darkly funny, seductively strange novel about a lonely graduate student drawn into a clique of rich girls who seem to move and speak as one. "We were just these innocent girls in the night trying to make something beautiful. We nearly died. We very nearly did, didn't we?" Samantha Heather Mackey couldn't be more different from the other members of her master's program at New England's elite Warren University. A self-conscious scholarship student who prefers the company of her imagination to that of most people, she is utterly repelled by the rest of her fiction writing cohort--a clique of unbearably twee rich girls who call each other "Bunny," and are often found entangled in a group hug so tight it seems their bodies might become permanently fused. But everything changes when Samantha receives an invitation to the Bunnies' exclusive monthly "Smut Salon," and finds herself drawn as if by magic to their front door--ditching her only friend, Ava, an audacious art school dropout, in the process. As Samantha plunges deeper and deeper into Bunny world, and starts to take part in the off-campus "Workshop" where they devise their monstrous creations, the edges of reality begin to blur, and her friendships with Ava and the Bunnies are brought into deadly collision. A spellbinding, down-the-rabbit-hole tale about loneliness and belonging, creativity and agency, and female friendship and desire, Bunny is the dazzlingly original second book from an author with tremendous "insight into the often-baffling complexities of being a woman" (The Atlantic).
Cyberpop is an analysis of cyberculture and its popular cultural productions. The study begins with a Foucaultian model of cyberculture as a discursive formation, and explains how some key concepts (such as 'virtuality,' 'speed,' and 'Connectivity') operate as a conceptual architecture network linking technologies to information and individual subjects. The chapters then each focus on a particular cyberfiguration, including Hollywood films (GATTACA,The Matrix), popular literature (William Gibson's Neuromancer, Scott Westerfeld's Polymorph), advertising for digital products and services (Apple Computer's '1984/McIntosh' campaign, AT&T's 'mLife' campaign), digital artworks (including virtual females such as Motorola's 'Mya' and Elite Modeling Agency's 'Webbie Tookay,' and work by visual artist Daniel Lee for Microsoft's 'Evolution' campaign), and video games (TombRaider). Each close reading illustrates the ways in which representations of digital lifestyles and identities - which typically fetishize computers and celebrate a 'high tech' aesthetic encourage participation in digital capitalism and commodity cyberculture. Matrix argues that popular representations of cyberculture often function as forms of social criticism that creatively inspire audiences to 'think different' (in the words of Mac advertising) about the consequences of the digitalization of everyday life.
The bestselling author of Proofiness and Zero explains how to separate fact from fantasy in the digital world Digital information is a powerful tool that spreads unbelievably rapidly, infects all corners of society, and is all but impossible to control—even when that information is actually a lie. In Virtual Unreality, Charles Seife uses the skepticism, wit, and sharp facility for analysis that captivated readers in Proofiness and Zero to take us deep into the Internet information jungle and cut a path through the trickery, fakery, and cyber skullduggery that the online world enables. Taking on everything from breaking news coverage and online dating to program trading and that eccentric and unreliable source that is Wikipedia, Seife arms his readers with actual tools—or weapons—for discerning truth from fiction online.