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3D Game Textures: Create Professional Game Art Using Photoshop [Englisch] [Taschenbuch]

Luke Ahearn
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Kurzbeschreibung

14. Dezember 2011
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.

Wird oft zusammen gekauft

3D Game Textures: Create Professional Game Art Using Photoshop + Photoshop for 3D Artists, Volume 1: Enhance Your 3D Renders! Previz, Texturing and Post-Production
Preis für beide: EUR 71,25

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Produktinformation

  • Taschenbuch: 413 Seiten
  • Verlag: Focal Press; Auflage: 3. Auflage. (14. Dezember 2011)
  • Sprache: Englisch
  • ISBN-10: 0240820770
  • ISBN-13: 978-0240820774
  • Größe und/oder Gewicht: 24,4 x 18,8 x 2,5 cm
  • Durchschnittliche Kundenbewertung: 5.0 von 5 Sternen  Alle Rezensionen anzeigen (1 Kundenrezension)
  • Amazon Bestseller-Rang: Nr. 62.305 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
  • Komplettes Inhaltsverzeichnis ansehen

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Produktbeschreibungen

Pressestimmen

"Game development is blooming. Many books have been written, more information is available online, and colleges are offering courses, or even degrees, in game development. This book is for game developers, architects, simulation developers, web designers, and anyone who needs to create 2D imagery for a 3D computer application. This new edition explores the interaction of shaders and textures for an entire scene or for one object and expand your digital art skill-set. Learn to create a stone surface in Photoshop and to make this stone shine like it is wet or moss-covered, highlight texture that have depth, surface, and dimensions, and much more."--NeoPopRealism Journal

Über den Autor und weitere Mitwirkende

Luke Ahearn has over fifteen years of professional game development experience as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development.

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0 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Kauf zu empfehlen 27. Juli 2013
Format:Taschenbuch|Verifizierter Kauf
Das Buch ist für Texturen, die in Photoshop gemacht werden. Lt. Dozent eines der wenigen Bücher, die wirklich gut und brauchbar sind. Buch in englischer Sprache.
Versand erfolgte auch umgehend.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 4.5 von 5 Sternen  22 Rezensionen
16 von 17 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Good subject matter but missing things* 19. November 2011
Von Todd C. Steen - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
First the good.

The book does a good job of giving you a backround of the texture history and progression. It also gives you a lot of tips and tricks, explained plainly. It also provides step by step instructions on how to do many things that professionals rely on. Overall, it is a well thought out with lots of good information on a professional level.

The bad.

Since this is a third edition it makes use of the previous 2 editions and some of the material. Unfortunately it requires use of files that were on a disk from previous editions. There is no CD with this book so several of the exercises and files cannot be followed. There are worthwhile excercises you can do without the files, but it does diminish the value of the book significantly. Until the publisher puts these files online for the users, I can't recommend this version of the book. Very disappointing.

Edit:

I contacted the publisher and they said that a CD does not come with it. Even though the book makes numerous mentions and has tutorials to follow. They also said I should send them all the page numbers with references to a CD so they can delete them. (I thought that is what an editor is supposed to do.)

Do yourself a favor and purchase a different edition so you can get the files or try and and an alternative means of getting the files.

Edit:

Author has since moved downloads to website so you can now access file. In this case it is certainly a worthwhile purchase.
4 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen A great introduction into texture theory and design 23. Februar 2012
Von Gaz Rendar - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
The third edition of 3D Game Textures is a great resource that mainly caters to the newbie game art creator.

I'm not a professional artist or game creator, but I have dabbled in creating small games on TI calculators and flash-based systems. I also use Photoshop on a regular basis for creating figures and slides for presentations and publications. With my type of background, I found this book to be highly informative. However, if you've already a Photoshop pro, or you've been creating game textures and backgrounds, there might not be enough information in the last couple chapters to justify a purchase.

The first four chapters are essentially all about design theory and do not contain any real exercises. The first chapter starts at the very beginning, simply by describing how to see basic shapes and patterns in real objects along with definitions of color, saturation, brightness, and the power of lighting and shadow. Still, it was well-written, a fast read, and explained thoroughly through the abundant use of figures. Seeing as the author is a digital artist, the figures throughout the entire book were generally outstanding. Chapters 2 and 3 are more geared towards orienting the designer to match up his/her ideas to the technological possibilities with current graphical hardware and it's related shader programs to generate real-time reflections and such. I think novices will find the tips for capturing images and sample templates/textures with a digital camera to be highly useful in Chapter 4.

About 150 pages in, the book finally gets the reader moving into practical applications and exercises. You'll first need to goto the website listed on the back cover of the book and download the zip files (about 300MB total) to get the sample PSD files and textures. From there chapters 5-8 have you creating different types of game backgrounds through various Photoshop exercises. Chapter 9 kicks off the more advanced effects like generating a corona around a candle or a muzzle blast effect from an automatic weapon. Chapter 10 mostly goes back to theory to discuss how to make highly layered and shaded wall and floor panels (this was getting way too advanced for me compared to my level of practice right now). The exercises in the chapters were usually organized in a logical step-by-step fashion. Although there were plenty of times where I blindly followed the ordered commands in the exercises and had little idea as to what I was doing, there were usually figures on the next page that showed what was actually happening--as I attempted to build some texture into a wall of bricks, for example. At the end there is an appendix that defines all the windows/menus of Photoshop in great deal. This is probably the place to start reading if you've never done anything more than auto-contrast and crop an image in Photoshop.

I believe the power of this book is that the theory is set-up in the initial chapters, but then the exercises guide you through practical applications of Photoshop features. Really, this is all about learning the nuances of Photoshop. As you slowly become a master of that program, you can begin to make complex game backgrounds. Additionally, I have started to use my new Photoshop tricks to help design figures for Power Point presentations and publications. It is self-explanatory on the cover of the book, but if you do not have a full CS version of Photoshop (I'd say at least CS2, but CS4 or 5 would be much more ideal because they can use graphics cards--I was using 5) on your computer there is absolutely no reason to buy this book. Everything here is discussed in the context of Photoshop, with the occasional mention of L3DT software (I didn't try that).

Above all, I have to say that the 3rd Edition of 3D Game Textures is well-thought out. The discussion of game art theory can get slow, and admittedly I jumped into some of the exercises in Chapter 5 right off the bat, but I found that going back and reading those early chapters really put things in perspective. Overall, this book is a great reference and I would recommend it to any newcomer to the world of 3D game art design.
2 von 2 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen What kinds of textures do you get to create? I've listed some of them below. 25. Januar 2012
Von V. Hutson - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
As a digital painter I'm always looking for new books that will help with my digital paintings. While the focus of this book is to use Photoshop to create textures that are then tiled and used in 3D games, there are still many techniques that can be used by 2D artists as well.

The first four chapters provide a great introduction to Basic Game Art Education, Computer Graphic Technology, Shaders and Creation, and Prepping for Texture Creating (creating a texture collection from digital photographs and other sources). I've worked a bit with 3D programs, so I was familiar with some of the concepts and terms, however this book gave me a much better understanding.

The next five chapters deal with creating textures for specific settings. I am very impressed with the variety of textures, and the clearly written step-by-step directions!

Here is a breakdown for the textures covered in each of the next five chapters.

1. The Sci-fi Setting: Base Metal, Metal Fill, Wall Panel, Floor Panel with Grate, Caution Stripes, Pipe, and a few others.

2. The Urban Setting: Brick, Mortar, Windows, Glass, Rain Streaks, Wood, Concrete, Metal, Pipes, Signs, Doors, etc.

3. The Fantasy Setting: Stone Flooring, Rought Stone Wall, Rough Wood Beams, Plastic or Light Stucco, Fur Rug, Wood & Metal Chest, Candlestick, Candle Wax, Spellbook, Runes, Dragon Scales, Paper Edges, Gem, Old Map, Stained-Glass Window, Banner, and a few others.

4. The Outdoor Setting: Forest Floor, Tree Bark, Tree Branches, End of Log, Rock and Ferns.

5. Game Effects: Candle Glow, Muzzle Blasts, Bullet Holes and Debris, and a few others.

The last chapter is on "Normal Maps and Multipass Shaders" which is beyond my interest or abilities.

Overall, I think this is an excellent book on creating textures. The author provides a nice variety of textures, along with clear directions on how to create them.
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Save yourself a lot of wasted time... 11. März 2013
Von GREG P - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Verifizierter Kauf
I have been scouring the Internet for texturing tutorials for over a year, now, after reading this awesome book, I think I just saved myself hours and hours of wasted time looking for tips and tricks.
It answered many questions I had, as well as revealing basic fundamentals that I had missed before, which was why I was struggling. Already my texturing has advanced 200% in 1 week!
I am actually using GIMP Paint-studio 2.8, which I know quite well, so that also is a good recommendation that I can use different software and get the same or similar result.
Truly, this is where you should start if you want to learn texture creation for games!
(Although I should point out if you use Gimp or other software than Photoshop, the filters are not named exactly the same, but all the techniques are gone over pretty extensively, so you can figure out how to do it, and you will need to develop your own technique to get the same end result. But it is a good way to learn Texturing.)
1 von 1 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great Book for learning how to manually create Textures! 16. November 2012
Von Bruno - Veröffentlicht auf Amazon.com
Format:Taschenbuch|Vine Kundenrezension eines kostenfreien Produkts (Was ist das?)
All aspects of the texture creation are covered here. If you are a beginner or intermediate 3D artists looking to get a professional crash course on the fine art of texture creation by hand... this book will get you up to speed quickly.

It is a very hands on approach to texture creation; in an age where mudbox and zbrush are ever more popular, it is still very important to full understand how to create and apply textures seamlessly... manually without the use of an automated application. This will ensure you have the foundation ability to tweak any texture or create any texture in any circumstance in your professional life as a 3D artist (you need to know this stuff). As a 3D modeler and texture artist who got started way before zbrush/mudbox even came on the scene, I can highly recommend the techniques that are covered in this book. It is everything you need to know to get the job done.
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