<p><em>"Game development is blooming. Many books have been written, more information is available online, and colleges are offering courses, or even degrees, in game development. This book is for game developers, architects, simulation developers, web designers, and anyone who needs to create 2D imagery for a 3D computer application. This new edition explores the interaction of shaders and textures for an entire scene or for one object and expand your digital art skill-set. Learn to create a stone surface in Photoshop and to make this stone shine like it is wet or moss-covered, highlight texture that have depth, surface, and dimensions, and much more."--</em>NeoPopRealism Journal</p>

A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch.

Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples.

The companion website includes: demo versions of relevant software; resource images; all images from the book.

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When digital art software was in its infancy, most digital art, especially vector art, was textureless. This title teaches you how to create your own textures. It also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials.
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Introduction

Textures

Art Theory

Breaking the world down visually

Recreating the world visually in Photoshop

Art as applied to CG applications

Shaders and Materials

Shader vs. Material

What is a material system

Nodes

Node Input

Node types and functions

Material Examples

Diffuse

Specular

Ambient

Reflection real and faked

Refraction

Transparency

Bump/ Displacement/ Normal mapping

Specialized Materials; Skin etc.

Creating Complex Materials

Metals

Glass

Wood

Compound Materials

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Produktdetaljer

ISBN
9780240820774
Publisert
2011-11-23
Utgave
3. utgave
Utgiver
Vendor
Focal Press
Vekt
1089 gr
Høyde
246 mm
Bredde
189 mm
Aldersnivå
05, U
Språk
Product language
Engelsk
Format
Product format
Heftet
Antall sider
416

Forfatter

Biografisk notat

Luke Ahearn has over fifteen years of professional game development experience as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development.