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3D game textures : create professional game art using Photoshop / Luke Ahearn.

By: Material type: TextTextPublication details: Amsterdam ; Boston : Focal Press/Elsevier, c2009.Edition: 2nd edDescription: xvi, 403 p. : col. ill. ; 25 cm. + 1 computer discContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9780240811482 (pbk. : alk. paper)
  • 0240811488 (pbk. : alk. paper)
Subject(s): DDC classification:
  • 794.816693 22 A.L.T
LOC classification:
  • QA76.76.C672 A42154 2009
Online resources:
Contents:
Chapter 1 -- A Basic (Game) Art Education -- WHAT'S CHANGING IN THE 2ND EDITION: CH 1 -- Minor text changes, redo several images and the possible addition of more images to represent the concepts discussed. Add one or two more Quick Studies and illustrate how all of these real life materials can be created using Photoshop. -- Chapter 2 -- A Brief Orientation To Computer Graphic Technology -- WHAT'S CHANGING IN THE 2ND EDITION: CH 2 -- Minor updates and additions -- Chapter 3 -- A Quick Overview of Photoshop for Game Artists. WHAT'S CHANGING IN THE 2ND EDITION: CH 3 -- Additions and updates for the latest version of PS. -- Chapter 4 -- Prepping For Texture Creation -- WHAT'S CHANGING IN THE 2ND EDITION: CH 4 -- Minor updates and additions -- Chapter 5 -- The Sci-Fi Setting -- WHAT'S CHANGING IN THE 2ND EDITION: CH 5- Redo the metal tutorial, Add the creation of textures using overlays and source photos, Add the paint fill project, Add creating a specular map, Additional 30% Add creating (another section, control panel, etc.); detailed maps for a control panel and the illumination maps. -- Chapter 6 -- Urban Setting -- WHAT'S CHANGING IN THE 2ND EDITION: CH 6 -- Update the brick tutorial. Add creating a simple Normal Map for the brick texture. Add opacity map for the windows. Double chapter size -- add Urban exterior -- higher poly and multiple texture layers. -- Chapter 7 -- The Fantasy Setting -- WHAT'S CHANGING IN THE 2ND EDITION: CH 7 Add detail to old map -- Chapter 8 -- The Outdoor Setting. WHAT'S CHANGING IN THE 2ND EDITION: CH 8 -- Add more detail to the outdoor chapter and an additional 30-40% for the jungle environment. Introduce the hand creation of some assets. -- Chapter 9 -- Game Effects -- MORE OF WHAT'S CHANGING IN THE 2ND EDITION: -- -- -- New Chapter -- Chapter 10 Advanced project -- Large outdoor urban area -- war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well -- smoke and bullet holes. Grass, trees, curtains, signs, and more. -- Exterior -- The Concept Sketch -- Breaking Out The Materials In The Scene -- Bricks and cinder blocks -- Windows and shutters -- Wood -- Concrete -- Metal -- Breaking Out the Details -- The Complete Scene.
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Holdings
Item type Current library Collection Call number Status Date due Barcode
Books Books Main library B10 CSDMT | CSCS 794.816693 A.L.T (Browse shelf(Opens below)) Available 00010653

Includes index.


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 revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what

Chapter 1 --
A Basic (Game) Art Education --
WHAT'S CHANGING IN THE 2ND EDITION: CH 1 --
Minor text changes, redo several images and the possible addition of more images to represent the concepts discussed. Add one or two more Quick Studies and illustrate how all of these real life materials can be created using Photoshop. --
Chapter 2 --
A Brief Orientation To Computer Graphic Technology --
WHAT'S CHANGING IN THE 2ND EDITION: CH 2 --
Minor updates and additions --
Chapter 3 --
A Quick Overview of Photoshop for Game Artists. WHAT'S CHANGING IN THE 2ND EDITION: CH 3 --
Additions and updates for the latest version of PS. --
Chapter 4 --
Prepping For Texture Creation --
WHAT'S CHANGING IN THE 2ND EDITION: CH 4 --
Minor updates and additions --
Chapter 5 --
The Sci-Fi Setting --
WHAT'S CHANGING IN THE 2ND EDITION: CH 5- Redo the metal tutorial, Add the creation of textures using overlays and source photos, Add the paint fill project, Add creating a specular map, Additional 30% Add creating (another section, control panel, etc.); detailed maps for a control panel and the illumination maps. --
Chapter 6 --
Urban Setting --
WHAT'S CHANGING IN THE 2ND EDITION: CH 6 --
Update the brick tutorial. Add creating a simple Normal Map for the brick texture. Add opacity map for the windows. Double chapter size --
add Urban exterior --
higher poly and multiple texture layers. --
Chapter 7 --
The Fantasy Setting --
WHAT'S CHANGING IN THE 2ND EDITION: CH 7 Add detail to old map --
Chapter 8 --
The Outdoor Setting. WHAT'S CHANGING IN THE 2ND EDITION: CH 8 --
Add more detail to the outdoor chapter and an additional 30-40% for the jungle environment. Introduce the hand creation of some assets. --
Chapter 9 --
Game Effects --
MORE OF WHAT'S CHANGING IN THE 2ND EDITION: --
--
--
New Chapter --
Chapter 10 Advanced project --
Large outdoor urban area --
war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well --
smoke and bullet holes. Grass, trees, curtains, signs, and more. --
Exterior --
The Concept Sketch --
Breaking Out The Materials In The Scene --
Bricks and cinder blocks --
Windows and shutters --
Wood --
Concrete --
Metal --
Breaking Out the Details --
The Complete Scene.

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