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OverviewA perfect and direct starting point for a beginner game texture artist! 'The Dark Side of Game Texturing' is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. 'The Dark Side Of Game Texturing' features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games. Full Product DetailsAuthor: David FransonPublisher: Cengage Learning, Inc Imprint: Premier Press Edition: New edition Dimensions: Width: 18.70cm , Height: 1.50cm , Length: 22.80cm Weight: 0.613kg ISBN: 9781592003501ISBN 10: 1592003508 Pages: 216 Publication Date: 23 March 2004 Audience: General/trade , General Format: Mixed media product Publisher's Status: Out of Print Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of ContentsIntroduction 1. Texturing Basics 2. Nasty Decals 3. Sprites 4. Military Textures 5. Slums 6. Medieval/Fantasy Textures 7. Planetary Textures 8. Sci-Fi Textures Appendices A: A 2D Graphics Primer B: Photoshop Keyboard Shortcuts C: Related Web Sites and LinksReviewsAuthor InformationDavid Franson has been a professional in the field of networking, programming, and 2D and 3D computer graphics since 1990. In 2000, he resigned his position as Information Technology Director of one of the largest entertainment law firms in New York City to pursue a full-time career in game development. He is the author of 2D Artwork and 3D Modeling for Game Artists, The Dark Side of Game Texturing, as well as the full-page article How Video Games are Made which appeared in 45 newspapers worldwide. He is also the technical editor for over a dozen popular video game programming books and has also produced digital artwork for 3D video games, film, and television. Tab Content 6Author Website:Countries AvailableAll regions |