A n00b’s Guide to Using Autodesk Maya 2012
The FX sensor, measuring The DX sensor is smaller, measuring The FX sensor, with more "light gathering" area, offers higher sensitivity and, generally, lower noise pdf. Keep in mind that viral videos and any kind of marketing videos used for business should not only maintain the image of the business but be able to bring potential clients or at least increase branding.
Some discs, especially those from Buena Vista, use the angle feature to show credits in the selected language usually with the angle key locked out. A variation on this strategy is to make Super Video CDs see 2. We have won 10 Emmys for our work, and we put that experience and expertise into all our projects. Offering corporate and consumer photographic and video services either on location or in the St Albans based studio Making Short Films on Your download for free download for free. You can also compress your video files. The rendering process which is also referred to as the make movie process is the final step of editing a video, when all the components including video, audio, effects, transitions etc.
Would it be better to get a degree by way of a campus-based institution? The choice can be a difficult one to make, and one in which there are any number of factors that can affect your decision , source: Advanced RenderMan: Creating read for free Advanced RenderMan: Creating CGI for. Try to avoid having them close-by in the image. Avoid using digital zoom, such as those frequently found on lower-end cameras or "point-and-click" varieties epub.
Students will be tested in four different areas: an oral skin consultation; a written exam covering the fundamentals of skin care; sanitation; skin analysis; a hands-on basic facial demonstration; and, a day time and fantasy make-up application Flash CS5: The Missing Manual Flash CS5: The Missing Manual. I also can handle your "Indy" movie, feature or for Broadcast T. One of the most popular ways to deliver and consume video is the web. Fast data connections and a myriad of Internet-connected devices are making this process easy and affordable.
There are several potential pitfalls, including quality loss, file size issues, and playback compatibility, that you need to be aware of. If your story depends on your reading from a script while being videotaped, you might consider ponying up for one of the several software programs that will scroll your script down the computer screen like a teleprompter Creating Motion Graphics with After Effects, Vol.
Transfer of audio and time code from the video edit master to an audio tape. Catalogs, leaflets, and brochures. Illustrated books. Magazines, newspapers and newsletters. Posters and fliers. Packaging Design, 2nd Edition shows how to create packaging designs for consumer brands that effectively communicate in the retail environment.
This new edition is the most comprehensive and timely resource of practical and professional information for creating packaging designs that serve as the marketing vehicles for consumer products. Chapter 1: Accounting for the Past. Chapter 2: Defining Packaging Design. Chapter 3: Elements of the Packaging Design. Chapter 4: The Design Process.
Chapter 5: The Packaging Design Profession. Bibliography: Consumer Product Categories. Chapter 1: Taking the First Step. Chapter 2: Mechanics of Human Behavior. Chapter 3: Marketing and Truth. Chapter 4: Laws and Economics. Chapter 5: Systems Thinking. Chapter 6: Materials and Processes. Chapter 7: Innovation Toolbox. Endnotes and Resources. The Folding Carton Trays. Tubes Sleeves, Wraps, and Folders.
Point-of-Purchase Displays. Packaging design is increasingly integral to product development activities and is among the earliest considerations of product designers and brand managers. This book offers a single source for practical information on how to design sustainable packaging that serves as the marketing vehicle for consumer products. This book shows how packaging design involves the design of the physical shape of the package, and the integration of the packaging process into the production process.
Industrial Design: Materials and Manufacturing Guide, 2nd Edition provides detailed coverage of materials and manufacturing processes that industrial designers need without the in-depth and overly technical discussions commonly directed toward engineers. Manufacturing Methods Metals.
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Metal Forming. Metal Cutting. Thermal Joining. Machining Plastics. Joining Plastics. Finishing Plastics. Rubbers and Elastomers. Natural Engineering Materials. Comprehensive and accessible, this fully updated edition enables students to apply a standard, proven design process to large and small projects in an efficient and systematic manner. Designing Information identifies and examines issues of communicating information.
Through real-life problems and examples, hypothetical and historical examples, and seminal student work, the book establishes a conceptual and pragmatic understanding of human factors-driven information design. The nature of information. Chapter 2: Qualitative Issues. Perceptions, conventions, proximity. Chapter 3: Quantitative Issues.
Dimensionality, comparisons, numbers, scale. Chapter 4: Structure, Organization, Type Hierarchy and visual grammar. Chapter 5: Finding Your Way? Movement, orientation, situational geography. Chapter 6: Documents. Stories, inventories, notes. Cool Infographics presents the design process and the software tools for creating the best in infographics. Online Infographics. Infographics and SEO. Infographic Resumes. Internal Confidential Infographics.
Designing Infographics. While there are many source books that show the results of the information design, there is very little literature available to designers, design instructors, and students that describe the process involved with creating successful information design projects. This text fills the gap with a detailed, behind-the-scenes view of the development process for a range of media. Section I: Audience. Identifying The Audience. Chapter 1. How Humans Almost Universally Perceive. Chapter 2. Section II: Word Design. How To Design Understandably.
Chapter 3. Chapter 4. How To Write Clearly. How To Use Color Meaningfully. How To Design Meaningful Graphics. Chapter 6. Chapter 7. Chapter 8. Chapter 9. About The Author. Phase 2—Clarifying strategy. This resource features dozens of full-color diagrams that accelerate the understanding of core concepts and helps readers navigate complex theories and best practices. Brand Landscape Global Sourcing.
Design Thinking. Word of Mouth. Open Source. Social Networks. The Cloud. Brand Basics Brand as Identity. Needs and Desire. Spirit and Soul. Big Idea. Brand as Asset. Brand Extensions. Brand Alignment. Brand Architecture. Brand Management Names. Good and Different. Time Management. Customer Service. Fight or Flight. Onliness Exercise. Perceptual Mapping. SWOT Exercise. Brand Questions. Project Management. Brand Decisions. Branding Process. Big Idea Process. Authors Reflections. Diagram Matrix. About the Authors. With sample portfolios, interviews with leaders in graphic design and advertising industries, and step-by-step instruction for creating professional print and digital portfolios, this book helps students successfully transition from design student to design professional.
Chapter 2: Planning Your Portfolio. Chapter 3: The Traditional Portfolio. Chapter 4: The Traditional Portfolio. Design and Art Projects. Chapter 6: The Digital Portfolio. Technical Elements. Chapter 7: The Design Phase. Chapter 8: Working with Type. Chapter 9: Maneuvering around Your Site Navigation. Chapter The Web-based Portfolio. Web Page Design.
Chapter Multimedia and Your Interface. Chapter Designer Checklists. Appendix: Internet Resources. With an emphasis on portfolio requirements and job preparation guidance, this guide to the increasingly multidisciplinary field of design prepares students and self-learners alike for Steven Heller David Womack successful careers. Starting with a new definition of design as a multi-platform activity that involves aesthetic, creative, and technical expertise, this book will guide students through the analog and digital, through design thinking, design strategy, and service design.
In doing so, the material in the text assists graphic design students in rounding out and refining their overall education. Chapter 1: Introduction. Chapter 2: Why Should You Freelance? Chapter 3: Planning Your Business. Now What? Chapter 6: Intermediate-Gaining Momentum. Chapter 7: AdvancedStretching Your Wings. Chapter 8: Moving Forward Epilogue. McKenna-Cress, Janet A. Structured around the key phases of the exhibition design process, this single source guide offers complete coverage of tools and processes required to develop successful exhibitions from research and development through design and installation.
Intended to appeal to the broad range of stakeholders in any exhibition design process, the book offers this critical information in the context of a collaborative process intended to drive innovation for exhibition design. Becoming a Digital Designer provides a comprehensive survey of the digital design market, including complete coverage of web design, video design, broadcast design, game design, and animation. This visual guide has more than illustrations and covers everything from education and training to work settings. Part One: Understanding The Digital. Chapter 1: Speaking Computer.
Chapter 3: Information Visualization. Chapter 4: Designing For Growth. Part Two: Media And Methods. Chapter 6: Web Design. Chapter 7: Motion Design. Chapter 8: Game Design. Rodney Alan Greenblat. Eric Zimmerman. Chapter Nine: Digital Entrepreneurs. Chapter Ten: Blogs. Chapter Eleven: Beyond The Screen. Chapter Twelve: Illustration. Part Three: Digital Education. Chapter Fourteen: The Education Matrix. Educational Resources.
Sustainable Graphic Design offers practical information on how to incorporate sustainable design techniques into graphic design and print production. This single-source guidebook includes information on materials and processes, listing the advantages and disadvantages of each, and features case studies that tie key concepts together.
Chapter 1: Making The Business Case. Chapter 2: The Psychology Of Graphics. Chapter 3: Seeking Truth In Marketing. Chapter 4 Systems Thinking. Chapter 5: Materials And Processes. Chapter 6: Working Smarter. Notes By Chapter. What is Marketing? Positioning and Image. The Marketing and Self-Promotion Program. Successful Marketing Programs. Account Management Skills: Keeping the Client.
Continuing Education: The Thinking Designer. The marketing of design services is unique because the service is intangible and highly subjective. This book addresses this issue for graphic designers with practical, need-to-know information that makes it a great fit. Whether students are considering a career as a 3D artist, or simply wish to expand their understanding of general CG principles, this book produces a thorough overview of the industry. The world of 3D animation and imaging is rapidly expanding and changing.
Since the publication of The Art of 3D Computer Animation and Effects, 3rd Edition in , there have been major advancements in software, technique and hardware. This new edition is critical to the continued use of the Kerlow book in both academic and professional settings. Chapter 1: 3D Animation Overview. Chapter 2: Getting to Know the Production Pipeline. Chapter 3: Understanding Digital Imaging and Video. Chapter 4: Exploring Animation, Story, and Pre-visualization. Chapter 5: Understanding Modeling and Texturing. Chapter 6: Rigging and Animation. Chapter 8: Hardware and Software Tools of the Trade.
Chapter 9: Industry Trends. Appendix A: Answers to Review Questions. Appendix C: Learning from Industry Pros. Section II: Modeling. Chapter 3: Modeling Concepts. Space, Objects, And Structures. Chapter 4: Modeling Techniques. Section III: Rendering. Chapter 6: Rendering Concepts. Chapter 7: The Camera. Chapter 8: Lighting.
Chapter 9: Shading And Surface Characteristics. Chapter Principles Of Animation. Chapter Computer Animation Techniques. Chapter Advanced Computer Animation Techniques. Chapter Visual Effects Techniques. Section V: Post-Processing. Chapter Image Resolution And Output. Key Terms. This easy-to-follow book guides you through all the necessary steps to create and animate digital humans.
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Filled with detailed, practical information about creating and animating 3-D human models, it features more that images and is accompanied by a DVD that contains Quicktime tutorials tied to each chapter. About The DVD. Chapter 1: Beginning Modeling Techniques. Chapter 2: Intermediate Modeling Techniques. Chapter 4: Advanced Modeling Techniques. Chapter 5: Advanced Modeling Techniques. Part 2: The Torso.
Chapter 6: Advanced Modeling Techniques. Part 3: The Arm And Hand. Chapter 7: Advanced Modeling Techniques. Part 4: The Leg And Foot. Chapter 8: Advanced Modeling Techniques. Part 5: Final Parts. Chapter 9: Surfacing And Lighting Details. Chapter Fundamentals Of Human Animation. Chapter Human Animation Principles.
Introduction to Two-Dimensional Design, 2nd Edition provides a solid foundation in timeless design principles. With the help of more than revealing illustrations, this book explores both the qualitative and quantitative aspects of 2D design, interweaving historical accounts with penetrating analyses of visual principles and issues found in important contemporary examples. Chapter 1: Thinking Broadly. Chapter 2: Sending and Receiving Messages. Chapter 3: Applying Theories and Methodologies. Chapter 4: Exploring Visual Components.
Chapter 5: Composing Visually. Chapter 6: Shaping Color. Chapter 7: Looking Closer. Understanding the elements of two-dimensional design and the infinite options available in organizing choices made are at the core of this book. Wong surveys all concepts of forms and structures, covering most situations in two-dimensional composition, formal or informal.
The perfect primer for learning Maya. Building from the ground up, this book combines straightforward text with practical examples, making it easy for students to absorb the basics and start designing and animating their own digital models and scenes. The fun and challenging step-by-step lessons, along with the downloadable project files, enable students to learn by doing and gain confidence. Maya artists often have to find shortcuts and work-arounds to make the deadline while still delivering impeccable professional results.
From modeling, texturing, animation, and visual effects to high-level techniques for film, television, games, and more, this book provides professionallevel instruction on Maya. Filled with challenging tutorials and real-world scenarios from some of the leading professionals in the industry, this one-of-a-kind guide gives students valuable insight into the entire CG production pipeline. Teach industry techniques by following the projects in the book to light and texture a set of headphones, a female character, a military ambulance, and an interior room with skylights.
Chapter 1: Texturing and Lighting a Product, Part 1. Chapter 2: Texturing and Lighting a Product, Part 2. Chapter 3: Texturing and Lighting a Character, Part 1. Chapter 4: Texturing and Lighting a Character, Part 2. Chapter 5: Texturing and Lighting an Environment, Part 1. Chapter 6: Texturing and Lighting an Environment, Part 2. Chapter 7: Texturing and Lighting a Vehicle, Part 1. Chapter 8: Texturing and Lighting a Vehicle, Part 2. Engaging projects also allow the students to become comfortable with digital sculpting in a relaxed and fun book atmosphere. Chapter 1: Digital Art Basics.
Chapter 2: Understanding the ZBrush Interface. Chapter 3: Basic Digital Sculpting. Chapter 4: Polymesh Editing. Chapter 5: ShadowBox and Clip Brushes. Chapter 6: Advanced ZSphere Techniques. Chapter 7: Advanced Brush Techniques. Chapter 8: Polypainting and SpotLight. Chapter 9: FiberMesh, Materials, and Rendering. Paul reveals many treasures that can be found inside the most popular software application that has taken the CG industry by storm. Chapter 1: Understanding the Basics. Chapter 4: Sculpting Hard-Surface Details.
Chapter 5: Adding a Splash of Color. Chapter 6: Working with Scan Data. Customer Care. In ZBrush Creature Design, ZBrush expert Scott Spencer takes students on a creative, hands-on journey through four distinct creature character projects a biped, a quadruped, a female mystic, and an alien , illustrating the process of conceptualizing a design through to final rendering. Chapter 4: Posing the Interdimensional Traveler. Chapter 5: Painting the Interdimensional Traveler. Chapter 6: A Biomechanical Character. Chapter 7: Sculpting a Mermaid Character with Dynamesh. Chapter 8: Sculpting the Forest Spirit.
Chapter 9: Painting the Forest Spirit. Chapter Rendering the Enforcer. About the Companion DVD. ZBrush Character Creation, 2nd Edition is a stunning four-color guide that blends technology with artistry. It offers detailed, hands-on tutorials to help maximize the students protential for using this revolutionary software to create extraordinary 3D characters. Chapter 1: Sculpting, from Traditional to Digital. Chapter 2: Sculpting in ZBrush. Chapter 3: Designing a Character Bust. Chapter 4: ZBrush for Detailing.
Chapter 5: Texture Painting. Chapter 6: ZSpheres. This full-color book illustrates how to sculpt an accurate human figure starting with the skeleton and working out to muscle, fat, and skin. Expert traditional and digital sculptor Scott Spencer leads the way with his easyto-follow techniques for sculpting realistic human forms.
Chapter 1: Blocking in the Mesh. Chapter 2: Gesture and Masses. Chapter 3: The Head and Neck.
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Chapter 4: The Torso. Chapter 5: The Arms. Chapter 6: The Pelvis and Legs. Chapter 7: The Hands and Feet. Chapter 8: Remeshing. Chapter 9 Texturing. Chapter 10 Costuming. Chapter Files. Extra Videos. System Requirements. Using the DVD. This Autodesk Official Press guide covers the fundamentals of Autodesk 3ds Max with step-by-step tutorials and handson exercises that give students firsthand experience with the tools and a good start on preparing for the Autodesk 3ds Max Certified Professional exam.
Students will create a retro-style alarm clock, animate a thrown knife, model a chair, and more, while they learn modeling, rigging, animating, rendering, architectural visualization, and other career-essential techniques. Chapter 2: Your First 3ds Max Project. Chapter 5: Introduction to Animation.
Chapter 6: Animation Principles. Chapter 7: Character Modeling Part I. Chapter 9: Introduction to Materials. Chapter Character Studio: Rigging. Chapter Character Studio: Animation. Chapter Introduction to Lighting: Interior Lighting. Chapter 3ds Max Rendering. Chapter mental ray.
This book is the complete resource for intermediate and advanced students on the usages for the modeling, texturing, animation, and visual effects tools in a professional environment. It covers advanced topics on cloth, fur, and fluids, as well as Python scripting for improving productivity. Chapter 1: Working in Blender. Chapter 2: Working with Textures and Materials. Chapter 3: Sculpting and Retopo Workflow.
Chapter 4: Rendering and Render Engines. Chapter 6: Working with Particles. Chapter 7: Volumetric Fluid, Smoke, and Fire. Chapter 8: Rendering and Render Engines. Chapter 9: Compositing with Nodes. Chapter Working with the Video Sequence Editor. Chapter The Blender-Python Interpreter. Chapter Python Scripting for Blender. Chapter Logic Blocks and Interactivity. Chapter Materials and Textures in the Game Engine. Chapter 2: Working With Meshes. Chapter 4: Armatures And Rigging. Chapter 6: Basics Of Animation.
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Chapter 7: Armature Animation. Chapter 9: Nonlinear Animation. Chapter Using Python Scripts. Chapter Blender Institute. Chapter Plumiferos. Chapter Other Software And Formats. Chapter Resources For Further Learning. This 2nd Edition prepares students for the workforce. The content provides real-world and applied material, including better PowerPoint presentations and how-to animations.
This MTA text covers the following Gaming Development vital fundamental skills: understanding game design, understanding hardware, understanding graphics, and understanding animation technology. Chapter 1: Ideating and Conceptualizing a Game. Chapter 2: Identifying and Managing Game Requirements. Chapter 3: Creating the Game Output Design. Chapter 4: Designing Specific Game Components. Chapter 5: Developing the Game. Game Character Creation with Blender and Unity takes students step-by-step through the creation of a character in Blender through to editing, testing, and playing in Unity.
This book covers Blender modeling, sculpting, texturing, rigging, and animating a character from start to finish, with a large emphasis on low polygon modeling for game engines, and much more. Chapter 1: Basic Game Art Concepts. Chapter 2: Blender Basics for Game Characters. Chapter 3: Modeling the Character.
Chapter 5: Sculpting for Normal Maps. Chapter 6: Digital Painting Color Maps. Chapter 7: Rigging for Realistic Movement. Chapter 8: Animating the Zombie. Chapter 9: Unity Engine Basics. Wrapping Up. Facebook, iOS, and the Web—todays largest gaming platforms—offer endless opportunities for game developers and want-to-be developers who want to turn their passion for games into a money making hobby or career.
Part II: Facebook. Part IV: iOS. Part V. Funding Yout Game. A: Game Design Resources. Tablet gaming has become the fastestgrowing video game market in history, an exciting playing field where any developer can gain success But where to start? Expert game designer Scott Rogers hands students the tools they need to create their own tablet game design for the iPad, Android tablets, Nintendo DS and other touch-screen systems.
Swipe This! Game Design Essentials gives aspiring digital game designers and creators the essential fundamentals they need to get started in the growing field of gaming. This general but thorough overview teaches the core art and technology fundamentals of digital game design for the 21st century. Chapter 1: Game Design Origins. Chapter 2: Gameplay Styles. Chapter 3: Core Game Design Concepts. Chapter 4: Visual Design. Chapter 5: Detailed Development of Visuals. Chapter 6: Navigation and Interfaces. Chapter 8: Sound. Chapter Distribution and Marketing.
Level Up! This structured coursebook offers complete coverage of game design basics. Heavily illustrated with well-known game examples, the book is four-color throughout and is supported by a website that contains links to key websites, sample programs, and more. Design Theory. First person shooter. Platform games. Strategy games.
Puzzle games. Game structure types. Game structure case studies. Single-player v. Platform-specific design. Simulation and abstraction. Player viewpoints. From real world to game world. Storytelling in games. Cut scenes. Motivation and objectives. Players roles. Difficulty curves. Three catchwords. Starting the design process. Design inspirations. Research and development. Gathering material. Developing the game concept. Developing character concepts. Developing the environment concept. Communication and writing.
Detailed design spec. Level design. User interaction design. Games editors. Game physics. Digital modeling. Digital modeling applications. Polygons and NURBs. Props and set-dressing. Building characters. Audio design. Design Production. Design production. Production realities. Tools of the trade.
Pitching ideas. Bedroom coders. Where to from here? Fabricated takes students onto a rich and fulfilling journey that explores how 3D printing is poised to impact nearly every part of our lives. Digital cameras and imaging are booming, but not everyone entering the market is armed with the knowledge and skill to take great pictures.
Digital Photography Simplified offers techniques that can be used to make better digital photos, prints, and photo-based projects. Chapter 2: Taking a Better Picture through Composition. Chapter 3: Using Light to Your Advantage. Chapter 4: Understanding Exposure and White Balance. Chapter 6: Getting Maximum Sharpness. Chapter 7: Getting the Most from a Lens. Chapter 8: Indoor and Night Light plus Flash. Chapter 9: Shooting Video with a Digital Camera.
Chapter Editing and Organizing Your Photos. Chapter Basic Adjustments with Photoshop Elements. Chapter Additional Controls with Photoshop Elements. Chapter Printing Photos. In one well-organized volume, students get a years worth of questions and very specific and reliable answers from an experienced and respected professional photographer and best-selling author.
Using more than 35 years of photo experience, Jeff Wignall responds to each question with informative, practical replies that eliminate ambiguity and instead provide straightforward and authoritative answers. One or more photos illustrate each of the questions and answers; a roadmap and quick reference guide are provided to give students easy access to must-know information; and a straightforward, full-color design makes it easy for readers to find just what they are looking for.
Ubiquitous Photography provides a critical examination of the technologies, practices, and cultural significance of digital photography, placing the phenomenon in historical, social, and political-economic context. It examines shifts in imagemaking, storage, commodification, and interpretation as highly significant processes of digitally mediated communication in an increasingly image-rich culture. It covers debates in social and cultural theory, the history and politics of image-making and manipulation, the current explosion in amateur photography, tagging and sharing via social networking, and citizen journalism.
Post-production tasks such as downloading, sorting, tagging, editing, and distributing images can be overwhelming and stressful, especially for creative-minded photographers. Zen of Post Production: Stress Free Photography Workflow and Editing will help students reduce stress by providing effective, efficient, and hassle-free post-production solutions. This book includes 13 self-paced lessons that let students discover essential skills and explore new features and capabilities of Adobe Photoshop. Each lesson includes step-by-step instructions and lesson files, along with video tutorials that complement the topics covered in each lesson.
Advanced Photoshop CC Digital Classroom includes 13 self-paced lessons that let students expand on the essential skills and explore the new advanced features and capabilities of Adobe Photoshop. This book guides students through basic Photoshop CC tasks and also introduces some intermediate techniques to help them create images with impact.
The book covers the most important features of PHOP including: importing photos from digital cameras and scanners, using the new creative options, retouching and repairing damaged photos, enhancing digital images, adding custom 3-D effects, editing images for posting on the Web, creating a Web photo gallery, incorporating graphics into desktop publishing programs, color management, using palettes, compositing, using layers, applying gradients, and setting type and filters.
Photoshop CC Bible is the only book students need to succeed in any Photoshop endeavor. It shows students how to retouch, color correct, manipulate, and combine images using Photoshop CC. Students will learn to create cutting-edge special effects for their digital or film-based images, and use them on the web or in print. Students will master every aspect of Photoshop CC—from image-editing basics to techniques for working with camera raw images. Lightroom 5: Streamlining your Digital Photography Process offers students the digital imaging fundamentals and the LIOM-specific skills they need to quickly learn and retain a mastery of Lightroom 5.
The approach taken by Lightroom 5: Streamlining your Digital Photography Process is based on years of professional experience in photography, printing, and imaging. Students will learn real-world, professional-level production techniques through straightforward examples and easy-to-follow instructions. This practical book walks students through the fundamentals of the Smoke toolset with basic lessons, step-by-step instruction, and professional video footage covering each area of Autodesk Smoke functionality.
This book will include 15 self-paced lessons that let students discover essential skills and explore the new creative possibilities allowed for in Premiere Pro CC. Each lesson will consist of step-by-step instructions, lesson files, along with video tutorials that complement the topics covered in each lesson. This book includes 13 self-paced lessons that let students discover essential skills and explore the new features and capabilities of InDesign.
These accompanying files are provided on the included DVD, developed by the same team of Adobe Certified Instructors and InDesign experts who have created many of the official training titles for Adobe Systems. Chapter 1: Getting to Know Adobe Acrobat. Chapter 2: Using Acrobat Viewers. Chapter 3: Using Help and Resources. Chapter 4: Getting Familiar with Adobe Reader. Chapter Editing Text. Chapter Redacting PDFs. Chapter Editing Images and Objects.