Der Artikel wird am Ende des Bestellprozesses zum Download zur Verfügung gestellt.

3D Game Textures

Create Professional Game Art Using Photoshop
Sofort lieferbar | Lieferzeit: Sofort lieferbar I
ISBN-13:
9781351859769
Veröffentl:
2016
Seiten:
412
Autor:
Luke Ahearn
eBook Typ:
EPUB
eBook Format:
EPUB
Kopierschutz:
2 - DRM Adobe
Sprache:
Englisch
Beschreibung:

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-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.Written with the beginner and the professional in mind, this book provides an excellent stepping stone for artists of any level. It shows aspiring artists how to create their own game textures. It also shows technically oriented professionals who struggle with artistic aspects of graphic design how to create textures in a way that they can relate to, while teaching technically challenged artists how to create their art in a fashion that allows them to set up their work with an eye toward the important technical aspects of game development.
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

Kunden Rezensionen

Zu diesem Artikel ist noch keine Rezension vorhanden.
Helfen sie anderen Besuchern und verfassen Sie selbst eine Rezension.

Google Plus
Powered by Inooga