Creating the Art of the Game

Author:   Matthew Omernick
Publisher:   Pearson Education (US)
ISBN:  

9780735714090


Pages:   320
Publication Date:   07 April 2004
Format:   Paperback
Availability:   Awaiting stock   Availability explained


Our Price $131.97 Quantity:  
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Creating the Art of the Game


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Full Product Details

Author:   Matthew Omernick
Publisher:   Pearson Education (US)
Imprint:   New Riders Publishing
Dimensions:   Width: 20.30cm , Height: 1.70cm , Length: 25.20cm
Weight:   0.734kg
ISBN:  

9780735714090


ISBN 10:   0735714096
Pages:   320
Publication Date:   07 April 2004
Audience:   College/higher education ,  Tertiary & Higher Education
Format:   Paperback
Publisher's Status:   Out of Print
Availability:   Awaiting stock   Availability explained

Table of Contents

Foreword: Making Games. Turning Lead into Gold, Plastic, Wood, etc. Embrace the Constraints. Introduction. Who Should Read This Book? A True Artist First. What to Expect from This Book. What This Book Covers. Making the Game. Themes. 1. Preparing to Create. How and Where to Collect Reference. Concept Art. Setting the Quality Bar. Blocking Out Your Scene. Conclusion. 2. Modeling Theory. Primitives. Polygons and Memory. Polygon Reduction. Modeling Techniques. Common Mistakes. Conclusion. 3. Introduction to Texturing. Game Texturing Theory. How to Choose and Create Textures. File Formats. Color Depth. Resolution (Texture Size). Photoshop. Where Do I Use My Pixels? Digital Photography. Making a Texture Tilable. Actions. Conclusion. 4. Advanced Texturing. The Power of Layers. Photoshop Tools. Alpha Channels. Conclusion. 5. Applying Textures. Assigning Materials. What Are UVs? Multiple UV Sets. Tiling. Conclusion. 6. Advanced Modeling. Organic Versus Inorganic Models. Organic Modeling Methods. Modeling with Triangles. Cleaning Up Your Geometry. Conclusion. 7. Lighting Principles. Color. Mood. Traditional Lighting Setup. Working with 3D Lights. Effective Lighting Practices. Conclusion. 8. In-Game Lighting. Vertex Lighting. Lightmaps. Per-Pixel Lighting. Normal Maps. Dynamic Lighting. Troubleshooting. Conclusion. 9. Effects. Particle Effects. Billboards. Fog. Water. Clouds. Decals. Conclusion. 10. Tips and Tricks. The Metal Box. Trees and Vegetation. Reflection. Placed Shadows. Conclusion. 11. User Interface Design and Creation. The Shell. In-Game User Interface. Heads-Up Display. Composition. Plan, Plan, Plan. Conclusion. 12. Wrapping It Up. Source Control. Collision Geometry. Skydomes. Light Volumes. Tagging Materials. Bug Fixing. Polishing. Major Milestones. Conclusion. Index.

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Author Information

Matthew Omernick currently works as a lead artist for LucasArts Entertainment Company near San Francisco, CA. With a B.F.A from The Ringling School of Art and Design in Sarasota, FL, Matt has more than seven years of industry experience as a 3D artist and animator. Matt has also taught college-level 3D graphics for four years at Cal State Fullerton and the Academy of Art College in downtown San Francisco. He has worked for companies such as DreamWorks, Day 1 Studios, and Electronic Arts. He began his career working for various film and broadcast studios in Florida and Chicago, then branched into creating 3D art for video games. Some of Matt's credited titles include the Medal of Honor series, RTX Red Rock, and Secret Weapons Over Normandy. He is currently working on several cutting edge projects for multiple platforms.

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