3D Game Textures: Create Professional Game Art Using Photoshop

Author:   Luke Ahearn
Publisher:   Taylor & Francis Ltd
Edition:   4th edition
ISBN:  

9781138920064


Pages:   392
Publication Date:   22 June 2016
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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3D Game Textures: Create Professional Game Art Using Photoshop


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Overview

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.

Full Product Details

Author:   Luke Ahearn
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Edition:   4th edition
Dimensions:   Width: 17.80cm , Height: 1.80cm , Length: 25.40cm
Weight:   0.886kg
ISBN:  

9781138920064


ISBN 10:   1138920061
Pages:   392
Publication Date:   22 June 2016
Audience:   Professional and scholarly ,  General/trade ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

Table of Contents

Introduction. The Basics of Art. The Basics of Computer Graphic Technology. Introduction to Shaders and Materials. Preparing for Texture Creation. Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity. The Urban Setting: Low-Polygon, High-Texture Detail. The Fantasy Setting: High-Polygon, High-Texture Detail. Exteriors. Game Effects. Normal Maps and Multipass Shaders.

Reviews

"""As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio."" - Advanced Photoshop""Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre."" - Advanced Photoshop, April 2006""This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information."" - Apogee Photo Magazine, August 2006 ""After reading this you'll have a far better understanding of what it takes to become successful in the games world..."" - Advanced Photoshop, April 2006 ""Ahearn's book can and will help you become a much better artist, even if you never did much texturing before."" - Apogee Photo Magazine, August 2006"


As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio. - Advanced Photoshop Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre. - Advanced Photoshop, April 2006 This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information. - Apogee Photo Magazine, August 2006 After reading this you'll have a far better understanding of what it takes to become successful in the games world... - Advanced Photoshop, April 2006 Ahearn's book can and will help you become a much better artist, even if you never did much texturing before. - Apogee Photo Magazine, August 2006


After reading this you'll have a far better understanding of what it takes to become successful in the games world... - Advanced Photoshop, April 2006 Ahearn's book can and will help you become a much better artist, even if you never did much texturing before. - Apogee Photo Magazine, August 2006


Author Information

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.

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