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3D Game Textures: Create Professional Game Art Using Photoshop PDF

361 Pages·2006·21.34 MB·English
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3 D Game Textures 3 D Game Textures Luke Ahearn AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEWYORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Acquisitions Editor: Becky Golden-Harrell Project Manager: Andrew Therriault Assistant Editor: Robin Weston Marketing Manager: Christine Degon-Veroulis Cover and interior design by the author with assistance from Eric DeCicco Focal Press is an imprint of Elsevier 30Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX28DP, UK Copyright © 2006, Elsevier Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: (+44) 1865843830, fax: (+44) 1865853333, E-mail: [email protected]. You may also complete your request on-line via the Elsevier homepage (http://elsevier.com), by selecting “Support & Contact” then “Copyright and Permission” and then “Obtaining Permissions.” Recognizing the importance of preserving what has been written, Elsevier prints its books on acid-free paper whenever possible. LLiibbrraarryy ooff CCoonnggrreessss CCaattaallooggiinngg--iinn--PPuubblliiccaattiioonn DDaattaa Application submitted. BBrriittiisshh LLiibbrraarryy CCaattaalloogguuiinngg--iinn--PPuubblliiccaattiioonn DDaattaa A catalogue record for this book is available from the British Library. ISBN 13: 978-0-240-80768-3 ISBN 10: 0-240-80768-5 For information on all Focal Press publications visit our website at www.books.elsevier.com 06 07 08 09 10 11 10 9 8 7 6 5 4 3 2 1 Printed in the United States of America Working together to grow libraries in developing countries www.elsevier.com | www.bookaid.org | www.sabre.org Contents Dedication vii Acknowledgments ix Introduction xi The Concept Artists xvii 1. A Basic (Game) Art Education 1 2. A Brief Orientation to Computer Graphic Technology 40 3. A Quick Overview of Photoshop for Game Artists 78 4. Prepping for Texture Creation 106 5. The Sci-fi Setting 148 6. The Urban Setting 172 7. The Fantasy Setting 226 8. The Outdoor Setting 296 9. Game Effects 316 Index 339 To Julie, Ellen, and Cooper. Acknowledgments Becky Golden-Harrell at Focal Press. Brian Grabinski, Mark Birge-Anderson and Jose Vazquez, the concept artists. Ann Sidenblad, a great friend and one of the best digital artists I know, for providing her invaluable feedback. Nick Marks for his initial input on this book and for being the crazy fresh pimp of game art. NVIDIA—Doug Rogers, Kevin Bjorke, Gary King, Sébastien Dominé, Carrie Cowan, and Derek Perez, for information and help developing the shader section. Alkis “Atlas” Roufas for the Genetica2demo on the desk. Michael S. Elliott for the use of the Tengwar-Gandalf font.

Description:
Game artists, architects, simulation developers, web designers and enthusiasts alike can 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 ha
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