3D Game Textures

67,98 €
64,58 €
AGGIUNGI AL CARRELLO
NOTE EDITORE
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.

SOMMARIO
IntroductionThe Photoshop Focus of This BookWhat This Book Is NotWhom This Book Is ForOverviewThe Concept ArtistsThe Basics of ArtIntroductionShape (2D) and Form (3D)Light and ShadowTextureColorPerspectiveQuick Studies of the World Around YouConclusionChapter ExercisesThe Basics of Computer Graphic TechnologyIntroductionChapter OverviewCommon Features of Graphic File FormatsThe Power of Two and the GridUV MappingGame OptimizationsConclusionChapter ExercisesIntroduction to Shaders and MaterialsIntroductionShader BasicsCommon Shader EffectsNode-Based Shader SystemsBasic Node OperationsConclusionChapter ExercisesPreparing for Texture CreationIntroductionGathering TexturesCleaning Your TexturesWarningStoring Your TexturesConclusionChapter ExercisesSci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and OpacityIntroductionThe Concept SketchDetermining Texture NeedsThe Complete SceneBuilding It Up Using OverlaysTearing It Down for ShadersConclusionChapter ExercisesThe Urban Setting: Low-Polygon, High-Texture DetailIntroductionThe Concept SketchBreaking Out the Materials in the SceneCreating BricksWindowsWoodConcreteDetails Using an Alpha ChannelMetalBreaking Out the DetailsBuilding It Up Using OverlaysTearing It Down for ShadersConclusionChapter ExercisesThe Fantasy Setting: High-Polygon, High-Texture DetailIntroductionThe Concept SketchBreaking Out the Materials in the SceneBreaking Out the DetailsBase MaterialsDetail TexturesTearing It Down for ShadersThe Complete Scene/VariationChapter ExercisesExteriorsIntroductionThe Concept SketchBreaking Out the Materials in the SceneAdditional Information: The SkyAdditional Information: TerrainTutorial: CloudsWaterGame EffectsIntroductionStatic EffectsAnimated EffectsParticle EffectsNormal Maps and Multipass ShadersIntroductionVertex vs. Per-Pixel LightingCreating Normal Maps in PhotoshopAssets for a Futuristic Interior

AUTORE
Luke Ahearn has over 20 years of experience in professional game development. He has served in lead positions such as designer, producer, and art director on over 15 published game titles, including Dead Reckoning and America’s Army. He has also worked as a background artist at Electronic Arts. He is currently working as an animatronic prop artist at MasterWerx Studios. He has written nine books on game development.

ALTRE INFORMAZIONI
  • Condizione: Nuovo
  • ISBN: 9781138920064
  • Dimensioni: 10 x 7 in Ø 1.95 lb
  • Formato: Brossura
  • Illustration Notes: 400 color images
  • Pagine Arabe: 392
  • Pagine Romane: xx