Coverart for item
The Resource 3D game textures : create professional game art using Photoshop, Luke Ahearn, (electronic book)

3D game textures : create professional game art using Photoshop, Luke Ahearn, (electronic book)

Label
3D game textures : create professional game art using Photoshop
Title
3D game textures
Title remainder
create professional game art using Photoshop
Statement of responsibility
Luke Ahearn
Creator
Author
Subject
Language
eng
Summary
Luke Ahearn teaches all you need to know about texturing game worlds, with the tricks and tools of the trade. He begins with the instructions you will likely be given on the job, walks you through the research and planning phase and moves onto the process of building textures for the scene at hand.
Member of
Cataloging source
  • StDuBDS
  • StDuBDS
http://library.link/vocab/creatorName
Ahearn, Luke
Dewey number
794.816693
Illustrations
illustrations
Index
index present
LC call number
QA76.76.C672
LC item number
A42154 2016
Literary form
non fiction
http://library.link/vocab/subjectName
  • Computer games
  • Computer graphics
  • Three-dimensional display systems
Summary expansion
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. 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
Label
3D game textures : create professional game art using Photoshop, Luke Ahearn, (electronic book)
Instantiates
Publication
Note
  • "An A.K. Peters book."
  • Previous edition: Amsterdam: Focal, 2012
  • Includes index
Carrier category
online resource
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type MARC source
  • rdacontent
  • rdacontent
Contents
<p><strong>Introduction<br></strong>The Photoshop Focus of This Book<br>What This Book Is Not<br>Whom This Book Is For<br>Overview<br>The Concept Artists<br><br><b>The Basics of Art<br></b>Introduction<br>Shape (2D) and Form (3D)<br>Light and Shadow<br>Texture<br>Color<br>Perspective<br>Quick Studies of the World Around You<br>Conclusion<br>Chapter Exercises<br><br><b>The Basics of Computer Graphic Technology<br></b>Introduction<br>Chapter Overview<br>Common Features of Graphic File Formats<br>The Power of Two and the Grid<br>UV Mapping<br>Game Optimizations<br>Conclusion<br>Chapter Exercises<br><br><b>Introduction to Shaders and Materials<br></b>Introduction<br>Shader Basics<br>Common Shader Effects<br>Node-Based Shader Systems<br>Basic Node Operations<br>Conclusion<br>Chapter Exercises<br><br><b>Preparing for Texture Creation<br></b>Introduction<br>Gathering Textures<br>Cleaning Your Textures<br>Warning<br>Storing Your Textures<br>Conclusion<br>Chapter Exercises<br><br><b>Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity<br></b>Introduction<br>The Concept Sketch<br>Determining Texture Needs<br>The Complete Scene<br>Building It Up Using Overlays<br>Tearing It Down for Shaders<br>Conclusion<br>Chapter Exercises<br><br><b>The Urban Setting: Low-Polygon, High-Texture Detail<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Creating Bricks<br>Windows<br>Wood<br>Concrete<br>Details Using an Alpha Channel<br>Metal<br>Breaking Out the Details<br>Building It Up Using Overlays<br>Tearing It Down for Shaders<br>Conclusion<br>Chapter Exercises<br><br><b>The Fantasy Setting: High-Polygon, High-Texture Detail<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Breaking Out the Details<br>Base Materials<br>Detail Textures<br>Tearing It Down for Shaders<br>The Complete Scene/Variation<br>Chapter Exercises<br><br><b>Exteriors<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Additional Information: The Sky<br>Additional Information: Terrain<br>Tutorial: Clouds<br>Water<br><br><b>Game Effects<br></b>Introduction<br>Static Effects<br>Animated Effects<br>Particle Effects<br><br><b>Normal Maps and Multipass Shaders<br></b>Introduction<br>Vertex vs. Per-Pixel Lighting<br>Creating Normal Maps in Photoshop<br>Assets for a Futuristic Interior</p>
Control code
AH31622189
Edition
Fourth edition.
Extent
xix, 391 pages
Form of item
electronic
Governing access note
After 5 minutes Preview, click on &#x32;Request Access&#x33;, fill in a form with your details. If triggered, the book will be loaned and tied to the one user for 1 week, during which time users can read or download as they choose. 4th user request triggers auto-purchase
Isbn
9781351859776
Lccn
2015047449
Media category
computer
Media MARC source
rdamedia
Other physical details
illustrations (black and white, and colour)
Specific material designation
remote
Label
3D game textures : create professional game art using Photoshop, Luke Ahearn, (electronic book)
Publication
Note
  • "An A.K. Peters book."
  • Previous edition: Amsterdam: Focal, 2012
  • Includes index
Carrier category
online resource
Carrier MARC source
rdacarrier
Content category
  • text
  • still image
Content type MARC source
  • rdacontent
  • rdacontent
Contents
<p><strong>Introduction<br></strong>The Photoshop Focus of This Book<br>What This Book Is Not<br>Whom This Book Is For<br>Overview<br>The Concept Artists<br><br><b>The Basics of Art<br></b>Introduction<br>Shape (2D) and Form (3D)<br>Light and Shadow<br>Texture<br>Color<br>Perspective<br>Quick Studies of the World Around You<br>Conclusion<br>Chapter Exercises<br><br><b>The Basics of Computer Graphic Technology<br></b>Introduction<br>Chapter Overview<br>Common Features of Graphic File Formats<br>The Power of Two and the Grid<br>UV Mapping<br>Game Optimizations<br>Conclusion<br>Chapter Exercises<br><br><b>Introduction to Shaders and Materials<br></b>Introduction<br>Shader Basics<br>Common Shader Effects<br>Node-Based Shader Systems<br>Basic Node Operations<br>Conclusion<br>Chapter Exercises<br><br><b>Preparing for Texture Creation<br></b>Introduction<br>Gathering Textures<br>Cleaning Your Textures<br>Warning<br>Storing Your Textures<br>Conclusion<br>Chapter Exercises<br><br><b>Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity<br></b>Introduction<br>The Concept Sketch<br>Determining Texture Needs<br>The Complete Scene<br>Building It Up Using Overlays<br>Tearing It Down for Shaders<br>Conclusion<br>Chapter Exercises<br><br><b>The Urban Setting: Low-Polygon, High-Texture Detail<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Creating Bricks<br>Windows<br>Wood<br>Concrete<br>Details Using an Alpha Channel<br>Metal<br>Breaking Out the Details<br>Building It Up Using Overlays<br>Tearing It Down for Shaders<br>Conclusion<br>Chapter Exercises<br><br><b>The Fantasy Setting: High-Polygon, High-Texture Detail<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Breaking Out the Details<br>Base Materials<br>Detail Textures<br>Tearing It Down for Shaders<br>The Complete Scene/Variation<br>Chapter Exercises<br><br><b>Exteriors<br></b>Introduction<br>The Concept Sketch<br>Breaking Out the Materials in the Scene<br>Additional Information: The Sky<br>Additional Information: Terrain<br>Tutorial: Clouds<br>Water<br><br><b>Game Effects<br></b>Introduction<br>Static Effects<br>Animated Effects<br>Particle Effects<br><br><b>Normal Maps and Multipass Shaders<br></b>Introduction<br>Vertex vs. Per-Pixel Lighting<br>Creating Normal Maps in Photoshop<br>Assets for a Futuristic Interior</p>
Control code
AH31622189
Edition
Fourth edition.
Extent
xix, 391 pages
Form of item
electronic
Governing access note
After 5 minutes Preview, click on &#x32;Request Access&#x33;, fill in a form with your details. If triggered, the book will be loaned and tied to the one user for 1 week, during which time users can read or download as they choose. 4th user request triggers auto-purchase
Isbn
9781351859776
Lccn
2015047449
Media category
computer
Media MARC source
rdamedia
Other physical details
illustrations (black and white, and colour)
Specific material designation
remote

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