From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.
Key Features
Chapter 1: Orientation to Game World Optimization
Chapter 2: 3D Concepts
Chapter 3: Shaders and Models
Chapter 4: Planning the Low Polygon Urban Environment
Chapter 5: Modeling the Large Urban Environment
Chapter 6: Texturing the Large Urban Environment
Chapter 7: Introduction to Natural Environments
Chapter 8: Terrain
Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky
Chapter 10: Modeling and Texturing the Jungle Base
Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders
Biography
Luke Ahearn is a lifelong artist born in New Orleans, LA that now lives
in Central California. He is a successfully published author of both
fiction and nonfiction, most recently completing Transition, the third
book in the Euphoria Z Series. Many of his books are in their 2nd, 3rd,
and 4th editions. He has over 20 years of professional game development
experience in lead positions; 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 EA. He has written
many books on game development including Focal Press’ 3D Game Textures
3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and
various game editors. Luke can be reached at www.lukeahearn.com.