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Ahearn

3D Game Environments

Create Professional 3D Game Worlds

Medium: Buch
ISBN: 978-1-138-92002-6
Verlag: CRC Press
Erscheinungstermin: 13.04.2017
Lieferfrist: bis zu 10 Tage

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.


Produkteigenschaften


  • Artikelnummer: 9781138920026
  • Medium: Buch
  • ISBN: 978-1-138-92002-6
  • Verlag: CRC Press
  • Erscheinungstermin: 13.04.2017
  • Sprache(n): Englisch
  • Auflage: 2. Auflage 2017
  • Produktform: Kartoniert
  • Gewicht: 1400 g
  • Seiten: 361
  • Format (B x H x T): 178 x 228 x 22 mm
  • Ausgabetyp: Kein, Unbekannt
  • Vorauflage: 978-0-240-80895-6
Autoren/Hrsg.

Autoren

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