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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Question about modeling Blend Shapes

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Hey Guys,

I'm just beginning my learning path to become a 3D Animator. I'm mostly intrested in games but also enjoy movies.

I purchased the book "The Game Animator's Guide to Maya 2012" and I'm trying to complete the Calamity Jane project, but as I started it I noticed something with the construction of the Blend Shapes.

While trying to achieve a semi-natural representation of a mouth open, or a blink of an eye (Calamity Jane is a low poly model) I realized I was struggling with trying to move the vertex of the lips, chin and cheeks to transform a neutral face into an O face (only the open mouth, no eye leash or anything else) and ended up with a very angular unnatural look and some lines popping out on the cheeks as if the polygons where stretching too much.

As I'm a very strongly visual related learner, I jumped on YouTube to see if I could find tips & trick to modeling poly's for Blend Shapes...and run into a ZBrush tutorial video of some guy modeling Blend Shapes of a Steve Carell head [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]

My question then is:

Taking into consideration I want to be a video game animator (I know I must also learn some rigging, modeling, etc etc...try to cover the basics at least) should I be looking into ZBrush to ease my facial animation? (I suppose export the head to ZBrush, twitch it, and import the new heads to Maya). If not, could someone throw me some pointers on how to properly alter models to progress on face animation?.

If you tell me working with vertex is the right way, I'll go with it...it's just that it feels so painful that I have to assume someone else already suffered this and developed an improved way to handle it. Not that I'm trying to get the easy way out...I just want to learn things that will help me get that job, rather than spend weeks fighting some vertex only to find out no one does it that way any more.


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