3D Game Textures
Focal Press (Verlag)
978-0-240-81148-2 (ISBN)
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Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments.
New Coverage of the latest version of Photoshop, including adding multiple edge tiling; adding Photoshop Bridge coverage; an updated metal tutorial and adding coverage of urban exteriors. Included in the second edition is a new chapter and an advanced project, featureing a large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. The DVD includes: demo versions of relevant software as well as resource images.
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. 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.
3D Game Textures, 2nd Edition: CHANGES/UPDATES in this edition: more Quick Studies and illustrate how all of these real life materials can be created using Photoshop; Additions and updates for the latest version of Photoshop; Adding multiple edge tiling; Adding Photoshop Bridge coverage; Updating metal tutorial; Adding the creation of textures using overlays and source photos; Adding the paint fill project; Adding creating a specular map; Adding detailed maps for a control panel and the illumination maps; Updating the brick tutorial; Adding coverage of Urban exteriors - higher poly and multiple texture layers; Adding more detail to the outdoor chapter and an additional 30-40% for the jungle environment; Introducing the hand creation of some assets.
PLUS ADDITIONAL CHAPTER: Advanced project: Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more.
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Chapter 1
A Basic (Game) Art Education
WHAT'S CHANGING IN THE 2ND EDITION: CH 1 - Minor text changes, redo several images and the possible addition of more images to represent the concepts discussed. Add one or two more Quick Studies and illustrate how all of these real life materials can be created using Photoshop.
Chapter 2
A Brief Orientation To Computer Graphic Technology
WHAT'S CHANGING IN THE 2ND EDITION: CH 2 - Minor updates and additions
Chapter 3
A Quick Overview of Photoshop for Game Artists
WHAT'S CHANGING IN THE 2ND EDITION: CH 3 - Additions and updates for the latest version of PS.
Chapter 4
Prepping For Texture Creation
WHAT'S CHANGING IN THE 2ND EDITION: CH 4 - Minor updates and additions
Chapter 5
The Sci-Fi Setting
WHAT'S CHANGING IN THE 2ND EDITION: CH 5- Redo the metal tutorial, Add the creation of textures using overlays and source photos, Add the paint fill project, Add creating a specular map, Additional 30% Add creating (another section, control panel, etc.); detailed maps for a control panel and the illumination maps.
Chapter 6
Urban Setting
WHAT'S CHANGING IN THE 2ND EDITION: CH 6 - Update the brick tutorial. Add creating a simple Normal Map for the brick texture. Add opacity map for the windows. Double chapter size - add Urban exterior - higher poly and multiple texture layers.
Chapter 7
The Fantasy Setting
WHAT'S CHANGING IN THE 2ND EDITION: CH 7 Add detail to old map
Chapter 8
The Outdoor Setting
WHAT'S CHANGING IN THE 2ND EDITION: CH 8 - Add more detail to the outdoor chapter and an additional 30-40% for the jungle environment. Introduce the hand creation of some assets.
Chapter 9
Game Effects
MORE OF WHAT'S CHANGING IN THE 2ND EDITION:
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New Chapter
Chapter 10 Advanced project - Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more.
Exterior
The Concept Sketch
Breaking Out The Materials In The Scene
Bricks and cinder blocks
Windows and shutters
Wood
Concrete
Metal
Breaking Out the Details
The Complete Scene
Verlagsort | Oxford |
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Sprache | englisch |
Maße | 189 x 246 mm |
Themenwelt | Informatik ► Grafik / Design ► Digitale Bildverarbeitung |
ISBN-10 | 0-240-81148-8 / 0240811488 |
ISBN-13 | 978-0-240-81148-2 / 9780240811482 |
Zustand | Neuware |
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