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E-raamat: 3D Game Textures: Create Professional Game Art Using Photoshop 4th edition [Taylor & Francis e-raamat]

  • Formaat: 392 pages, 400 Illustrations, color
  • Ilmumisaeg: 22-Jun-2016
  • Kirjastus: CRC Press
  • ISBN-13: 9781315229676
  • Taylor & Francis e-raamat
  • Hind: 221,58 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 316,54 €
  • Säästad 30%
  • Formaat: 392 pages, 400 Illustrations, color
  • Ilmumisaeg: 22-Jun-2016
  • Kirjastus: CRC Press
  • ISBN-13: 9781315229676
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 websitewww.lukeahearn.com/textureshas been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
Acknowledgments xi
Introduction xiii
The Photoshop Focus of This Book xiv
What This Book Is Not xv
Whom This Book Is For xv
Overview xvi
The Concept Artists xviii
Chapter 1 The Basics of Art
1(36)
Introduction
1(2)
Shape (2D) and Form (3D)
3(4)
Light and Shadow
7(5)
Texture
12(3)
Color
15(10)
Perspective
25(4)
Quick Studies of the World Around You
29(1)
Conclusion
29(6)
Chapter Exercises
35(2)
Chapter 2 The Basics of Computer Graphic Technology
37(40)
Introduction
37(2)
Chapter Overview
39(1)
Common Features of Graphic File Formats
40(11)
The Power of Two and the Grid
51(7)
UV Mapping
58(3)
Game Optimizations
61(13)
Conclusion
74(1)
Chapter Exercises
74(3)
Chapter 3 Introduction to Shaders and Materials
77(32)
Introduction
77(3)
Shader Basics
80(2)
Common Shader Effects
82(17)
Node-Based Shader Systems
99(1)
Basic Node Operations
100(6)
Conclusion
106(1)
Chapter Exercises
106(3)
Chapter 4 Preparing for Texture Creation
109(44)
Introduction
109(2)
Gathering Textures
111(15)
Cleaning Your Textures
126(1)
Warning
127(23)
Storing Your Textures
150(1)
Conclusion
151(1)
Chapter Exercises
151(2)
Chapter 5 Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity
153(24)
Introduction
153(1)
The Concept Sketch
154(1)
Determining Texture Needs
155(16)
The Complete Scene
171(2)
Building It Up Using Overlays
173(1)
Tearing It Down for Shaders
173(1)
Conclusion
174(1)
Chapter Exercises
175(2)
Chapter 6 The Urban Setting: Low-Polygon, High-Texture Detail
177(52)
Introduction
177(1)
The Concept Sketch
178(1)
Breaking Out the Materials in the Scene
178(2)
Creating Bricks
180(10)
Windows
190(9)
Wood
199(5)
Concrete
204(5)
Details Using an Alpha Channel
209(1)
Metal
210(4)
Breaking Out the Details
214(12)
Building It Up Using Overlays
226(1)
Tearing It Down for Shaders
226(1)
Conclusion
227(1)
Chapter Exercises
227(2)
Chapter 7 The Fantasy Setting: High-Polygon, High-Texture Detail
229(70)
Introduction
229(1)
The Concept Sketch
229(1)
Breaking Out the Materials in the Scene
230(1)
Breaking Out the Details
231(1)
Base Materials
232(12)
Detail Textures
244(46)
Tearing It Down for Shaders
290(6)
The Complete Scene/Variation
296(1)
Chapter Exercises
297(2)
Chapter 8 Exteriors
299(40)
Introduction
299(1)
The Concept Sketch
300(1)
Breaking Out the Materials in the Scene
301(8)
Additional Information: The Sky
309(2)
Additional Information: Terrain
311(15)
Tutorial: Clouds
326(6)
Water
332(7)
Chapter 9 Game Effects
339(24)
Introduction
339(1)
Static Effects
340(1)
Animated Effects
341(1)
Particle Effects
342(21)
Chapter 10 Normal Maps and Multipass Shaders
363(22)
Introduction
363(1)
Vertex vs. Per-Pixel Lighting
364(2)
Creating Normal Maps in Photoshop
366(5)
Assets for a Futuristic Interior
371(14)
Index 385
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 Americas 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.