3D Game Textures: Create Professional Game Art Using Photoshop

Author:   Luke Ahearn (Author; Game Publisher, Dead Reckoning and America's Army) ,  Luke Ahearn (Author; Game Publisher, Dead Reckoning and America's Army)
Publisher:   Taylor & Francis Ltd
Edition:   2nd New edition
ISBN:  

9780240811482


Pages:   403
Publication Date:   28 May 2009
Replaced By:   9780240820774
Format:   Paperback
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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3D Game Textures: Create Professional Game Art Using Photoshop


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Overview

Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments. New Coverage of the latest version of Photoshop, including adding multiple edge tiling; adding Photoshop Bridge coverage; an updated metal tutorial and adding coverage of urban exteriors. Included in the second edition is a new chapter and an advanced project, featureing a large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. The DVD includes: demo versions of relevant software as well as resource images.

Full Product Details

Author:   Luke Ahearn (Author; Game Publisher, Dead Reckoning and America's Army) ,  Luke Ahearn (Author; Game Publisher, Dead Reckoning and America's Army)
Publisher:   Taylor & Francis Ltd
Imprint:   Focal Press
Edition:   2nd New edition
Dimensions:   Width: 18.90cm , Height: 2.50cm , Length: 24.60cm
Weight:   0.997kg
ISBN:  

9780240811482


ISBN 10:   0240811488
Pages:   403
Publication Date:   28 May 2009
Audience:   Professional and scholarly ,  General/trade ,  Professional & Vocational ,  General
Replaced By:   9780240820774
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

3D Game Textures, 2nd Edition: CHANGES/UPDATES in this edition: more Quick Studies and illustrate how all of these real life materials can be created using Photoshop; Additions and updates for the latest version of Photoshop; Adding multiple edge tiling; Adding Photoshop Bridge coverage; Updating metal tutorial; Adding the creation of textures using overlays and source photos; Adding the paint fill project; Adding creating a specular map; Adding detailed maps for a control panel and the illumination maps; Updating the brick tutorial; Adding coverage of Urban exteriors - higher poly and multiple texture layers; Adding more detail to the outdoor chapter and an additional 30-40% for the jungle environment; Introducing the hand creation of some assets. PLUS ADDITIONAL CHAPTER: Advanced project: Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. ---------------------- Chapter 1 A Basic (Game) Art Education WHAT'S CHANGING IN THE 2ND EDITION: CH 1 - Minor text changes, redo several images and the possible addition of more images to represent the concepts discussed. Add one or two more Quick Studies and illustrate how all of these real life materials can be created using Photoshop. Chapter 2 A Brief Orientation To Computer Graphic Technology WHAT'S CHANGING IN THE 2ND EDITION: CH 2 - Minor updates and additions Chapter 3 A Quick Overview of Photoshop for Game Artists WHAT'S CHANGING IN THE 2ND EDITION: CH 3 - Additions and updates for the latest version of PS. Chapter 4 Prepping For Texture Creation WHAT'S CHANGING IN THE 2ND EDITION: CH 4 - Minor updates and additions Chapter 5 The Sci-Fi Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 5- Redo the metal tutorial, Add the creation of textures using overlays and source photos, Add the paint fill project, Add creating a specular map, Additional 30% Add creating (another section, control panel, etc.); detailed maps for a control panel and the illumination maps. Chapter 6 Urban Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 6 - Update the brick tutorial. Add creating a simple Normal Map for the brick texture. Add opacity map for the windows. Double chapter size - add Urban exterior - higher poly and multiple texture layers. Chapter 7 The Fantasy Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 7 Add detail to old map Chapter 8 The Outdoor Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 8 - Add more detail to the outdoor chapter and an additional 30-40% for the jungle environment. Introduce the hand creation of some assets. Chapter 9 Game Effects MORE OF WHAT'S CHANGING IN THE 2ND EDITION: ---------------------------------------- New Chapter Chapter 10 Advanced project - Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. Exterior The Concept Sketch Breaking Out The Materials In The Scene Bricks and cinder blocks Windows and shutters Wood Concrete Metal Breaking Out the Details The Complete Scene

Reviews

I've never seen anyone use Photoshop as well as this. - Cheri Myers, Multimedia Artist and Advanced Photoshop Intructor. <br> 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 <br> 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 <br> 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


"""Ahearn's book can and will help you become a much better artist"" Apogee Photo Magazine, August 2006"


Author Information

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. 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.

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