Ahearn | 3D Game Environments | Buch | 978-1-138-73125-7 | sack.de

Buch, Englisch, 361 Seiten, Format (B × H): 178 mm x 229 mm, Gewicht: 820 g

Ahearn

3D Game Environments


2. Auflage 2017
ISBN: 978-1-138-73125-7
Verlag: A K Peters/CRC Press

Buch, Englisch, 361 Seiten, Format (B × H): 178 mm x 229 mm, Gewicht: 820 g

ISBN: 978-1-138-73125-7
Verlag: A K Peters/CRC Press


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.

Key Features

- The entire game world development process; from planning to 3D modeling, UV layout, and creating textures.

- Exercises and projects to practice with; each section includes projects to guide you through creating different world genres.

- The updated companion website—www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book—all the tools you need in one place.

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Autoren/Hrsg.


Weitere Infos & Material


Chapter 1: Orientation to Game World Optimization

Chapter 2: 3D Concepts

Chapter 3: Shaders and Models

Chapter 4: Planning the Low Polygon Urban Environment

Chapter 5: Modeling the Large Urban Environment

Chapter 6: Texturing the Large Urban Environment

Chapter 7: Introduction to Natural Environments

Chapter 8: Terrain

Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky

Chapter 10: Modeling and Texturing the Jungle Base

Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders


Luke Ahearn is a lifelong artist born in New Orleans, LA that now lives

in Central California. He is a successfully published author of both

fiction and nonfiction, most recently completing Transition, the third

book in the Euphoria Z Series. Many of his books are in their 2nd, 3rd,

and 4th editions. He has over 20 years of professional game development

experience in lead positions; designer, producer, and art director on

over 15 published game titles including Dead Reckoning and America’s

Army. He has also worked as a background artist at EA. He has written

many books on game development including Focal Press’ 3D Game Textures

3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and

various game editors. Luke can be reached at www.lukeahearn.com.



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