3d Game Textures

Author: Luke Ahearn
Editor: Focal Press
ISBN: 0240821289
Size: 18,48 MB
Format: PDF, Docs
Read: 578

A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book. Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images. Give your digital art depth and breadth; anyone can create a stone surface in Photoshop, learn to make that stone shine like it is wet, look as if it has actual depth and surface. NEW coverage of shaders and materials (the next generation of textures). Advance your CG art with textures (surface images), shaders (visual effects that you can add to textures) and materials (collections of shaders that fit well together). Companion website includes sample textures, shaders, materials, actions, brushes, and all art from the book- all the tools you need in one place!

Career Opportunities In The Internet Video Games And Multimedia

Author: T. Allan Taylor
Editor: Infobase Publishing
ISBN: 143811074X
Size: 19,60 MB
Format: PDF, ePub, Docs
Read: 329

Provides updated key information, including salary ranges, employment trends, and technical requirements. Career profiles include animator, content specialist, game designer, online editor, web security manager, and more.

Game Art Complete

Author: Andrew Gahan
Editor: CRC Press
ISBN: 1317441524
Size: 10,86 MB
Format: PDF, ePub, Docs
Read: 758

A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference.

3d Game Environments

Author: Luke Ahearn
Editor: CRC Press
ISBN: 1317418166
Size: 18,90 MB
Format: PDF, Docs
Read: 182

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.

Cinematic Game Secrets For Creative Directors And Producers

Author: Rich Newman
Editor: Taylor & Francis
ISBN: 1136138544
Size: 13,78 MB
Format: PDF, Mobi
Read: 478

Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin). The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven Spielberg, Tony Scott) are exploring the middle ground between the industries. This book introduces game producers and directors to the tried and true techniques cinematographers have relied on for years. Game developers learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; using tried and true film industry methods for casting, voice-over, direction, and production. The book will also feature screen shots from some of today's hottest titles that illustrate key cinematic concepts, as well as advice from successful game industry professionals already using these techniques.

Character Design For Mobile Devices

Author: NFGMan
Editor: Gulf Professional Publishing
ISBN: 9780240808086
Size: 15,82 MB
Format: PDF, ePub, Docs
Read: 400

Mobile gaming on cell phones and portable consoles is a huge business, and many characters have become design icons. However, the physical limitations of these small screens, and the technological challenges of different gaming platforms, mean that designers have had to become experts at creating characters with just a few points of light. Creating art for these devices is a completely different process than used when creating art for highly sophisticated 3D games. The difference between pixel art and art created for 3D games is two-fold: there are practical considerations that must be addressed as well as aesthetic considerations. This book will cover both subjects as well as examining the evolution of gaming graphics--explaining the significance of the changes we've seen in game artistry and what we can learn from examining successful icons and graphics created in the past. Character Design for Mobile Devices looks at the techniques, the inspiration, the technologies, and the creative challenges behind designing characters with only a few pixels at your disposal. Filled with: *Practical and inspirational tutorials that enable you to clearly understand the processes involved in creating art for mobile devices *Timely and inspirational information *Features over 400 full-color images to inspire and instruct

An Introduction To Writing For Electronic Media

Author: Robert B. Musburger, PhD
Editor: Taylor & Francis
ISBN: 1136033130
Size: 10,98 MB
Format: PDF, ePub, Mobi
Read: 405

"Wonderfully practical....just what every media writer needs." Christopher H. Sterling George Washington University * Learn what it takes to write for commercials, news, documentaries, corporate, educational, animation, games, the internet, and dramatic film & video productions * Outlines the key skills needed for a successful media writing career The demand for quality and knowledgeable multi-platform writing is always in high demand. An Introduction to Writing for Electronic Media presents a survey of the many types of electronic media you can write for, and explains how to do it. Musburger focuses on the skills you need to write for animation versus radio or television news versus corporate training. Sample scripts help you learn by example while modeling your own scripts. Production files illustrate the integral role writers' play in the production process, and individual movie frames allow you compare these to the real scripts. Armed with the skills developed in this book, a media writer can apply for a variety of positions in newsrooms, advertising firms, motion pictures or animation studios, as well as local and national cable operations. Robert B. Musburger, Ph.D., is Professor Emeritus and former Director of the School of Communication, University of Houston, USA. He has worked for 20 years in professional broadcasting, serving as camera operator, director, producer, and writer. Musburger has received numerous awards for his video work and teaching and he continues to work in electronic media with his Seattle, WA,. consulting firm, Musburger Media Services. "[An] authoritative and clearly written description of the processes involved in writing for film, radio and television production." Raymond Fielding, Dean Emeritus Florida State University

3d Game Art

Author: Luke Ahearn
Editor: Coriolis Group
ISBN: 9781588801005
Size: 17,66 MB
Format: PDF, Mobi
Read: 458

3D Game Art f/x and Design covers the technology of game elements including 2D and 3D effects. This book discusses each part of computer games from an artist's view: interfaces, menus, characters, game textures, 3D models, and games levels or worlds. It teaches all the pieces used to design a computer game. The reader will learn the specialized skills, tricks, and techniques used to create professional quality game art and be able to use those design segments when building individual games. Upon completing this book, you will have created all of the 2D and 3D art assets for a 3D game and assembled them into a running game. CD-ROM is included containing a large assemblage of game development software and art elements.

Books In Print 2009 2010

ISBN: 9780835250191
Size: 19,12 MB
Format: PDF, ePub
Read: 852

Game Character Creation With Blender And Unity

Author: Chris Totten
Editor: John Wiley & Sons
ISBN: 1118237714
Size: 16,81 MB
Format: PDF, Mobi
Read: 613

A complete guide to creating usable, realistic game characterswith two powerful tools Creating viable game characters requires a combination ofskills. This book teaches game creators how to create usable,realistic game assets using the power of an open-source 3Dapplication and a free game engine. It presents a step-by-stepapproach to modeling, texturing, and animating a character usingthe popular Blender software, with emphasis on low polygon modelingand an eye for using sculpting and textures, and demonstrates howto bring the character into the Unity game engine. Game creation is a popular and productive pursuit for bothhobbyists and serious developers; this guide brings together twoeffective tools to simplify and enhance the process Artists who are familiar with Blender or other 3D software butwho lack experience with game development workflow will find thisbook fills important gaps in their knowledge Provides a complete tutorial on developing a game character,including modeling, UV unwrapping, sculpting, baking displacements,texturing, rigging, animation, and export Emphasizes low polygon modeling for game engines and shows howto bring the finished character into the Unity game engine Whether you're interested in a new hobby or eager to enter thefield of professional game development, this book offers valuableguidance to increase your skills.