3D game textures create professional game art using Photoshop

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 creat...

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Detalles Bibliográficos
Autor principal: Ahearn, Luke (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Amsterdam ; Boston : Focal Press/Elsevier c2009.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627676706719
Tabla de Contenidos:
  • 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