4th Edition

3D Game Textures Create Professional Game Art Using Photoshop

By Luke Ahearn Copyright 2016
    412 Pages 400 Color Illustrations
    by A K Peters/CRC Press

    412 Pages 400 Color Illustrations
    by A K Peters/CRC Press

    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.

     

    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

    Biography

    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.