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3D game textures : create professional game art using Photoshop / Luke Ahearn.
- Format:
- Book
- Author/Creator:
- Ahearn, Luke.
- Language:
- English
- Subjects (All):
- Adobe Photoshop.
- Video games--Programming.
- Video games.
- Computer graphics.
- Physical Description:
- 1 online resource (533 p.)
- Edition:
- 2nd ed.
- Place of Publication:
- Amsterdam ; Boston : Focal Press/Elsevier, c2009.
- Language Note:
- English
- System Details:
- text file
- Summary:
- 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 rev 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,
- Contents:
- Front cover; Half title page; Title page; Copyright page; Dedication; Table of contents; Acknowledgments; Introduction; The Concept Artists; Chapter 1: A Basic (Game) Art Education; Introduction; Chapter Overview; Shape (2D) and Form (3D); Light and Shadow; Texture; Color; Color Systems: Additive and Subtractive; Color Emphasis; Color Expression or Warm and Cool Colors; Perspective; Quick Studies of the World Around You; Conclusion; Chapter Exercises; Chapter 2: A Brief Orientation to Computer Graphic Technology; Introduction; Common Features of Graphic File Formats
- The Power of Two and the GridUV Mapping; Game Optimizations; Chapter Exercises; Conclusion; Chapter 3: Shaders and Materials; Introduction; Shader Basics; Common Shader Effects; Node-Based Shader Systems; Conclusion; Chapter Exercises; Chapter 4: Prepping for Texture Creation; Introduction; Gathering Textures; Cleaning Your Textures; Texture Tiling; Texture Tiling in Practice; Testing a Tiling Texture; Storing Your Textures; Conclusion; Chapter Exercises; Chapter 5: The Sci-Fi Setting; Introduction; The Concept Sketch; Determining Texture Needs; The Complete Scene
- Building It up Using OverlaysTearing It Down for Shaders; Chapter Exercises; Chapter 6: The Urban Setting; Introduction; The Concept Sketch; Breaking out the Materials in the Scene; Building It up Using Overlays; Tearing It Down for Shaders; Chapter Exercises; Chapter 7: The Outdoor Setting; Introduction; The Concept Sketch; Breaking out the Materials in the Scene; Additional Information: The Sky; Additional Information: Terrain; Tutorial: Clouds; Water; Chapter 8: Game Effects; Introduction; Static Effects; Animated Effects; Particle Effects; Weather; Lighting; Weapons
- Chapter 9: Normal Maps and Multi-Pass ShadersIntroduction; Vertex vs. Per-Pixel Lighting; Creating Normal Maps in Photoshop; Creating Normal Maps Using a 3D Program; Assets for a Futuristic Interior; Index; The Fantasy Setting; Introduction; The Concept Sketch; Breaking out the Materials in the Scene; Breaking out the Details; Base Materials; Detail Textures; Tearing It Down for Shaders; The Complete Scene/Variation; Chapter Exercises; Appendix: Photoshop Exercises; About Photoshop; The Photoshop Work Area; Hotkeys or Keyboard Shortcuts; File Browser; History Palette; Right-Click Menus
- Guides, Grids, Rulers, and the SnapLayers; Layer Effects and Styles; Layer Blending Modes; Adjustment Layers; Brushes; Filters; Paths
- Notes:
- Includes index.
- ISBN:
- 9786612552540
- 9781282552548
- 1282552546
- 9780240818429
- 0240818423
- 9780080884394
- 0080884393
- OCLC:
- 500579486
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