3D Game Textures: Create Professional Game Art Using Photoshop, 4th Edition (Paperback) book cover

3D Game Textures

Create Professional Game Art Using Photoshop, 4th Edition

By Luke Ahearn

A K Peters/CRC Press

392 pages | 400 Color Illus.

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Paperback: 9781138920064
pub: 2016-06-22
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pub: 2016-09-22
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Description

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.

Table of Contents

Introduction

The Photoshop Focus of This Book

What This Book Is Not

Whom This Book Is For

Overview

The Concept Artists

The Basics of Art

Introduction

Shape (2D) and Form (3D)

Light and Shadow

Texture

Color

Perspective

Quick Studies of the World Around You

Conclusion

Chapter Exercises

The Basics of Computer Graphic Technology

Introduction

Chapter Overview

Common Features of Graphic File Formats

The Power of Two and the Grid

UV Mapping

Game Optimizations

Conclusion

Chapter Exercises

Introduction to Shaders and Materials

Introduction

Shader Basics

Common Shader Effects

Node-Based Shader Systems

Basic Node Operations

Conclusion

Chapter Exercises

Preparing for Texture Creation

Introduction

Gathering Textures

Cleaning Your Textures

Warning

Storing Your Textures

Conclusion

Chapter Exercises

Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity

Introduction

The Concept Sketch

Determining Texture Needs

The Complete Scene

Building It Up Using Overlays

Tearing It Down for Shaders

Conclusion

Chapter Exercises

The Urban Setting: Low-Polygon, High-Texture Detail

Introduction

The Concept Sketch

Breaking Out the Materials in the Scene

Creating Bricks

Windows

Wood

Concrete

Details Using an Alpha Channel

Metal

Breaking Out the Details

Building It Up Using Overlays

Tearing It Down for Shaders

Conclusion

Chapter Exercises

The Fantasy Setting: High-Polygon, High-Texture Detail

Introduction

The Concept Sketch

Breaking Out the Materials in the Scene

Breaking Out the Details

Base Materials

Detail Textures

Tearing It Down for Shaders

The Complete Scene/Variation

Chapter Exercises

Exteriors

Introduction

The Concept Sketch

Breaking Out the Materials in the Scene

Additional Information: The Sky

Additional Information: Terrain

Tutorial: Clouds

Water

Game Effects

Introduction

Static Effects

Animated Effects

Particle Effects

Normal Maps and Multipass Shaders

Introduction

Vertex vs. Per-Pixel Lighting

Creating Normal Maps in Photoshop

Assets for a Futuristic Interior

About the Author

Luke Ahearn has over 20 years of experience in professional game development. He has served in lead positions such as designer, producer, and art director on over 15 published game titles, including Dead Reckoning and America’s Army. He has also worked as a background artist at Electronic Arts. He is currently working as an animatronic prop artist at MasterWerx Studios. He has written nine books on game development.

Subject Categories

BISAC Subject Codes/Headings:
COM012040
COMPUTERS / Programming / Games