3D Game Textures
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3D Game Textures : Create Professional Game Art Using Photoshop

3.9 (54 ratings by Goodreads)
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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.


Written with the beginner and the professional in mind, this book provides an excellent stepping stone for artists of any level. It shows aspiring artists how to create their own game textures. It also shows technically oriented professionals who struggle with artistic aspects of graphic design how to create textures in a way that they can relate to, while teaching technically challenged artists how to create their art in a fashion that allows them to set up their work with an eye toward the important technical aspects of game development.
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Product details

  • Paperback | 392 pages
  • 178 x 254 x 17.78mm | 885g
  • CRC Press
  • London, United Kingdom
  • English
  • New edition
  • 4th New edition
  • 0; 400 Illustrations, color
  • 1138920061
  • 9781138920064
  • 1,458,102

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
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Review quote

"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
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About Luke Ahearn

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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Rating details

54 ratings
3.9 out of 5 stars
5 39% (21)
4 28% (15)
3 20% (11)
2 11% (6)
1 2% (1)
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