3D Game Textures - Luke Ahearn

3D Game Textures

Create Professional Game Art Using Photoshop

(Autor)

Buch | Softcover
416 Seiten
2011 | 3rd New edition
Focal Press (Verlag)
978-0-240-82077-4 (ISBN)
52,35 inkl. MwSt
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When digital art software was in its infancy, most digital art, especially vector art, was textureless. This title teaches you how to create your own textures. It also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials.
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch.

Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples.

The companion website includes: demo versions of relevant software; resource images; all images from the book.

Luke Ahearn has over fifteen years of professional game development experience as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development.

Introduction





Textures


Art Theory


Breaking the world down visually


Recreating the world visually in Photoshop


Art as applied to CG applications





Shaders and Materials


Shader vs. Material


What is a material system


Nodes


Node Input


Node types and functions





Material Examples


Diffuse


Specular


Ambient


Reflection real and faked


Refraction


Transparency


Bump/ Displacement/ Normal mapping


Specialized Materials; Skin etc.





Creating Complex Materials


Metals


Glass


Wood


Compound Materials

Verlagsort Oxford
Sprache englisch
Maße 189 x 246 mm
Gewicht 1089 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-240-82077-0 / 0240820770
ISBN-13 978-0-240-82077-4 / 9780240820774
Zustand Neuware
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