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Book Cover
E-book
Author Ahern, L

Title 3D Game Textures : Create Professional Game Art Using Photoshop
Edition 4th ed
Published Natick : Chapman and Hall/CRC, 2016

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Description 1 online resource (412 pages)
Contents Cover; Half Title; Title Page; Copyright Page; Dedication; Table of Contents; Acknowledgments; Introduction; The Photoshop Focus of This Book; What This Book Is Not; Whom This Book Is For; Overview; The Concept Artists; Chapter 1: 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; Chapter 2: 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
ConclusionChapter Exercises; Chapter 3: Introduction to Shaders and Materials; Introduction; Shader Basics; Common Shader Effects; Node-Based Shader Systems; Basic Node Operations; Conclusion; Chapter Exercises; Chapter 4: Preparing for Texture Creation; Introduction; Gathering Textures; Cleaning Your Textures; Warning; Storing Your Textures; Conclusion; Chapter Exercises; Chapter 5: 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
ConclusionChapter Exercises; Chapter 6: 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; Chapter 7: 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/VariationChapter Exercises; Chapter 8: Exteriors; Introduction; The Concept Sketch; Breaking Out the Materials in the Scene; Additional Information: The Sky; Additional Information: Terrain; Tutorial: Clouds; Water; Chapter 9: Game Effects; Introduction; Static Effects; Animated Effects; Particle Effects; Chapter 10: Normal Maps and Multipass Shaders; Introduction; Vertex vs. Per-Pixel Lighting; Creating Normal Maps in Photoshop; Assets for a Futuristic Interior; Index
Notes Print version record
SUBJECT Adobe Photoshop. http://id.loc.gov/authorities/names/n91104658
Adobe Photoshop fast
Subject Video games -- Programming.
Computer graphics.
computer graphics.
Video games -- Programming
Computer graphics
Form Electronic book
ISBN 9781351859776
1351859773