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3D Game Textures, 4th Edition

Book 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.

Table of Contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication
  6. Table of Contents
  7. Acknowledgments
  8. Introduction
    1. The Photoshop Focus of This Book
    2. What This Book Is Not
    3. Whom This Book Is For
    4. Overview
    5. The Concept Artists
  9. Chapter 1: The Basics of Art
    1. Introduction
    2. Shape (2D) and Form (3D)
    3. Light and Shadow
    4. Texture
    5. Color
    6. Perspective
    7. Quick Studies of the World Around You
    8. Conclusion
    9. Chapter Exercises
  10. Chapter 2: The Basics of Computer Graphic Technology
    1. Introduction
    2. Chapter Overview
    3. Common Features of Graphic File Formats
    4. The Power of Two and the Grid
    5. UV Mapping
    6. Game Optimizations
    7. Conclusion
    8. Chapter Exercises
  11. Chapter 3: Introduction to Shaders and Materials
    1. Introduction
    2. Shader Basics
    3. Common Shader Effects
    4. Node-Based Shader Systems
    5. Basic Node Operations
    6. Conclusion
    7. Chapter Exercises
  12. Chapter 4: Preparing for Texture Creation
    1. Introduction
    2. Gathering Textures
    3. Cleaning Your Textures
    4. Warning
    5. Storing Your Textures
    6. Conclusion
    7. Chapter Exercises
  13. Chapter 5: Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity
    1. Introduction
    2. The Concept Sketch
    3. Determining Texture Needs
    4. The Complete Scene
    5. Building It Up Using Overlays
    6. Tearing It Down for Shaders
    7. Conclusion
    8. Chapter Exercises
  14. Chapter 6: The Urban Setting: Low-Polygon, High-Texture Detail
    1. Introduction
    2. The Concept Sketch
    3. Breaking Out the Materials in the Scene
    4. Creating Bricks
    5. Windows
    6. Wood
    7. Concrete
    8. Details Using an Alpha Channel
    9. Metal
    10. Breaking Out the Details
    11. Building It Up Using Overlays
    12. Tearing It Down for Shaders
    13. Conclusion
    14. Chapter Exercises
  15. Chapter 7: The Fantasy Setting: High-Polygon, High-Texture Detail
    1. Introduction
    2. The Concept Sketch
    3. Breaking Out the Materials in the Scene
    4. Breaking Out the Details
    5. Base Materials
    6. Detail Textures
    7. Tearing It Down for Shaders
    8. The Complete Scene/Variation
    9. Chapter Exercises
  16. Chapter 8: Exteriors
    1. Introduction
    2. The Concept Sketch
    3. Breaking Out the Materials in the Scene
    4. Additional Information: The Sky
    5. Additional Information: Terrain
    6. Tutorial: Clouds
    7. Water
  17. Chapter 9: Game Effects
    1. Introduction
    2. Static Effects
    3. Animated Effects
    4. Particle Effects
  18. Chapter 10: Normal Maps and Multipass Shaders
    1. Introduction
    2. Vertex vs. Per-Pixel Lighting
    3. Creating Normal Maps in Photoshop
    4. Assets for a Futuristic Interior
  19. Index