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3D Game Textures Create Professional Game Art Using Photoshop PDF

533 Pages·2009·51.7 MB·English
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3D Game Textures This page intentionally left blank 3D Game Textures Create Professional Game Art Using Photoshop Luke Ahearn Second Edition AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Focal Press is an imprint of Elsevier Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK © 2009 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) 1865 843830, fax: (+44) 1865 853333, E-mail: [email protected]. You may also complete your request online via the Elsevier homepage (http://www.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. Library of Congress Cataloging-in-Publication Data Ahearn, Luke. 3D game textures : create professional game art using Photoshop / Luke Ahearn. p. cm. Includes index. ISBN 978-0-240-81148-2 (pbk. : alk. paper) 1. Computer games—Programming. 2. Computer graphics. 3. Adobe Photoshop. I. Title. QA76.76.C672A42154 2009 794.8′16693—dc22 2008055833 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81148-2 For information on all Focal Press publications visit our website at www.books.elsevier.com 09 10 11 12 13 5 4 3 2 1 Printed in China Working together to grow libraries in developing countries www.elsevier.com | www.bookaid.org | www.sabre.org Julie, Ellen, and Cooper. This page intentionally left blank Contents Acknowledgments ix Introduction xi The Concept Artists xvii Chapter 1 A Basic (Game) Art Education 2 Chapter 2 A Brief Orientation to Computer Graphic Technology 46 Chapter 3 Shaders and Materials 92 Chapter 4 Prepping for Texture Creation 130 Chapter 5 The Sci-Fi Setting 182 Chapter 6 The Urban Setting 212 Chapter 7 The Outdoor Setting 278 Chapter 8 Game Effects 334 Chapter 9 Normal Maps and Multi-Pass Shaders 364 This page intentionally left blank Acknowledgments 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. Jeffrey C. Huff, Assistant Professor of Computer Graphics at Missouri State University, for technical editing on this version of the book. Nick Marks, for his initial input on this book many years ago. NVIDIA—Doug Rogers, Kevin Bjorke, Gary King, Sébastien Dominé, Carrie Cowan, and Derek Perez, for information and help developing the shader section. Maggie Quale at Smith Micro Inc. Alkis “Atlas” Roufas, for the Genetica3 demo on the desk. Michael S. Elliott, for the use of the Tengwar-Gandalf font. The Focal Press people, who are too numerous to name. Specifically, I worked with Laura Lewin, Amanda Guest, Katy Spencer, and Chris Simpson. In addition, Becky Golden-Harrell, who was at Focal Press for the first edition of this book.

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