Creating Game Art for 3D Engines

Author:   Brad Strong
Publisher:   Cengage Learning, Inc
Edition:   New edition
ISBN:  

9781584505488


Pages:   332
Publication Date:   21 September 2007
Format:   Mixed media product
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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Creating Game Art for 3D Engines


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Overview

Learn how to create commercial-quality game art and make it come alive in a 3D engine! 'Creating Game Art for 3D Engines' is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk 3ds Max to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality! On the CD: -Sample characters and weapons -Sample pickups and script files -Screen captured movie tutorials -Trial version of the Torque Game Engine

Full Product Details

Author:   Brad Strong
Publisher:   Cengage Learning, Inc
Imprint:   Charles River Media
Edition:   New edition
Dimensions:   Width: 18.80cm , Height: 1.70cm , Length: 22.80cm
Weight:   0.658kg
ISBN:  

9781584505488


ISBN 10:   1584505486
Pages:   332
Publication Date:   21 September 2007
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Mixed media product
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

Introduction to 3ds Max Ch. 1 Low-Poly Modeling Ch. 2 Texturing Overview Ch. 3 Unwrapping the Model Ch. 4 Torque Assets Overview Ch. 5 Exporting Basic Shapes Ch. 6 Animating Static Shapes Ch. 7 Collisions Ch. 8 Pickups Ch. 9 Weapons Ch. 10 Characters

Reviews

Introduction to 3ds Max Ch. 1 Low-Poly Modeling Ch. 2 Texturing Overview Ch. 3 Unwrapping the Model Ch. 4 Torque Assets Overview Ch. 5 Exporting Basic Shapes Ch. 6 Animating Static Shapes Ch. 7 Collisions Ch. 8 Pickups Ch. 9 Weapons Ch. 10 Characters


Author Information

Brad Strong is a former Autodesk application engineer with over 18 years of experience using and teaching digital design software. He has taught courses in modeling, texturing, animation, and online game development, most recently for the Art Institute of Colorado. He is the president of 3dCognition, a game-based learning development studio, based in Sweden.

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