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3D Game Textures: Create Professional Game Art Using Photoshop (Englisch) Taschenbuch – 14. Dezember 2011


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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: 2,5 x 19 x 24,9 cm
  • Durchschnittliche Kundenbewertung: 4.8 von 5 Sternen  Alle Rezensionen anzeigen (4 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 217.293 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

Synopsis

Game artists, architects, simulation developers, web designers and enthusiasts alike can learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99 percent of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book is the first of its kind to provide an in-depth guide to game texturing with hundreds of high-quality examples. This guide teaches everything a game artist will need to know-from researching textures, basic artistic principles, tools and techniques, to specific step-by-step tutorials that explain how to create textures for a myriad of environments.The goal of this book is to give the reader a guide that will actually help them secure a job as a developer/artist even providing them with images created using the tutorials that can be used in a portfolio. Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images.

Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers. The companion CD includes sample textures and electronic versions of images you saw in the book all the tools you need in one place! Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide. -- Dieser Text bezieht sich auf eine vergriffene oder nicht verfügbare Ausgabe dieses Titels.


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5 von 5 Kunden fanden die folgende Rezension hilfreich Von M. Schlich am 8. April 2006
Format: Taschenbuch
Ich hatte eigentlich keine Erwartungen an das Buch. Dachte eigentlich es ist wieder eines dieser Bücher die einem viel versprechen aber diese Versprechen dann doch nicht halten. Jedoch ist dies hier nicht so. Man bekommt einen super Einblick in die Welt der 3D Spiele und deren Texturen. Es werden die Grundlagen für gute Texturen beschrieben, so dass man wenn man das Buch durch hat ohne Probleme eigene gute Texturen entwickeln kann. Die Tutorien sind gut beschrieben, evt etwas knapp gehalten, da nur genau das beschrieben wird was man anklicken muss, aber genau das verleitet zum "rumspielen" und fördert sehr nette Ergebnisse zu Tage. Etwas enttäuscht war ich von dem Sci-Fi Texturenset, welches auch das Cover schmückt. Als Laie denkt man sich dass dieses komplexe Level aus vielen verschiedenen Texturen besteht. Dem ist aber nicht so, es gibt in Wirklichkeit nur 5 und die ganzen Textnikelemente sind 3D Levelelemente.
Ich gebe dem Buch 4 Sterne, das es echt gut Aufgebaut ist und das Beschriebene sehr gut ist. Keine 5 da ich von Sci-Fi Level enttäuscht war.
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2 von 2 Kunden fanden die folgende Rezension hilfreich Von Matthias am 28. Oktober 2008
Format: Taschenbuch Verifizierter Kauf
Das Buch ist ein echter Gewinn. Anfänger bekommen hier alles gezeigt und viele essententielle Grundlagen angelernt. Für Fortgeschrittene zeigt dieses Buch viele Techniken und Möglichkeiten seine Arbeiten weiter zu verfeinern. Ich beschäftige mich schon seit einigen Jahren mit der Materie und habe viel neues dazugelernt. Das Buch ist eine echte Empfehlung und jeden Cent wert.
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Format: Taschenbuch Verifizierter Kauf
Das Buch hatte ich als Geschenk gekauft - Der Beschenkte (Game-Designer) arbeitete damit intensiv und kann das Buch nur weiter empfehlen.
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0 von 1 Kunden fanden die folgende Rezension hilfreich Von Angela am 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.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 67 Rezensionen
47 von 50 Kunden fanden die folgende Rezension hilfreich
Decent supplement, hard to recommend to anyone specific 16. August 2009
Von Ariel Morillo - Veröffentlicht auf Amazon.com
Format: Taschenbuch
In contrast to the glowing reviews found here, I felt that I should warn potential buyers about the flaws of the book that most seem to disregard. The book reeks of missing information, behind the scenes manipulations that are not discussed and incorrect settings and values for filters and effects. I can and will list some examples of this:

Chapter 5, first tutorial: creating a base metal texture that will be used for all other textures in the chapter. If you compare your final result with what is present in the accompanying DVD, you will find that your image has a lot more contrast and does not tile nearly as well. I repeated the tutorial 4 times to double check myself but still ended up with a noticeably different texture. My brother, who is familiar with Photoshop, reviewed the steps with me and said that the Spotlight setting of the Lighting Effects filter was the primary culprit of this large amount of contrast. He recommended that I use Directional light instead of Spotlight (though the author specifically indicated Spotlight) and top off the image with a slight Levels adjustment. Lo and behold, my results were much closer to the what the author depicted. Additionally, while the book is geared towards beginners, the last step is this glowing gem:

"Copy the layer and offset it and erase the seams so you end up with a tileable image. Your image should look like Figure 5-2."

He does not explain how to copy and offset the image or erase the seams. Granted copying and possibly offsetting are pretty basic and easy to figure out, but "erasing the seams" is not. Do you use an eraser or a mask? If you use a mask, should you use a large, soft brush or a small, hard brush? What opacity setting should the brush have? In the end, I created a new layer and used a small healing brush that samples all layers to cover the seams. That was a technique I learned from Matt Kloskowski's excellent book "Layers: The complete guide to Photoshop's most powerful feature". That's a real book written by a real professional that doesn't hide anything from you and wont frustrate you with missing information or incorrect steps.

Later on in the same chapter for the Wall Panel tutorial at step 11, he instructs you to apply an Outer Glow to the working layer. He does not, however, tell you to change the default yellow color to black. In the end, his example image looks nice with deep shadows while yours ends up looking shallow and with ugly yellow blotches.

Another example is in chapter 4, Tiling Stones Using Edge Copy. The author asks you to find the source image on the DVD without giving you a name or path (normally this wouldn't matter but the directory structure in the DVD is nonsensical and needlessly convoluted). He then asks you to copy a section of the image to tile, except that the image he shows you is a highly touched up version of the source image in the DVD. Two pages later he writes a small side note that hints at the fact that he touched up the source image before doing the steps he told you to perform but doesn't bother to tell you the details. He explains that he cloned, re-sized and re-shaped several stones to give them a more uniform shape. And while this is vague enough as is to a beginner, he doesn't even mention that he adjusted the colors and tones on the source image to make it more monochromatic and easier to modify hue with overlays. He then has the audacity to claim "This process may take some time so be patient and get those edges clean". It is only a time consuming process if you follow the incomplete steps in this book and then try to fill in the gaps yourself. Anyone that knows the exact steps can wrap this up from source to tileable image in 15 minutes tops.

Ultimately, it is hard to recommend this book to beginners because it is incomplete and misguiding. I also cannot recommend it to Photoshop connoisseurs because they will call it out for what it really is: a lacking book written by someone that had a highly inflated sense of self worth and felt it pertinent to withhold "trade secrets" as many ignorant "professionals" of all careers do. The only reason I gave it 2 stars instead of one is because, at the very least, the book does offer a decent amount of guidance on achieving a uniform and consistent look, which is very crucial to creating believable 3D worlds, stylized or not. Additionally, some steps in the tutorials are fairly thought provoking and help paint a larger, if not vague, picture of the entire texture creation process. The last real value of this book is convenience because it has instructions for several textures of related themes, which is better than finding a mishmash of unrelated tutorials online.

If you do purchase this book, be prepared to fill in the gaps through lots of experimentation or supplementary sources. Do not make this your one-stop-shop for all things textures. You will be disappointed if you do.

You might think the fault is my own and that I am unable to learn from books without a guiding hand. I can assure you that is not the case. I have taught myself several programming languages and technologies from books alone without ever taking a single programming class in my life. I also happen to write code well enough to make a living out of it for the past 5 years. I have read dozens if not hundreds of instructional books on art (3D modeling, Photoshop, design, etc.) and technology. This is a sub-par learning source.
27 von 28 Kunden fanden die folgende Rezension hilfreich
Learn to Create Digital Photorealistic Textures 7. Juli 2006
Von Diane Cipollo - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Even if you aren't a game artist, this book will help any digital artist learn to create photorealistic textures. One of the most important features of an image, and one that can make the difference between a good or a great image, is the textures you use. In this book the author, Luke Ahearn, teaches the basics for creating 3D game textures. The book is written for Adobe Photoshop version 7 or CS, but can apply to future versions of Photoshop or any image graphics software supporting layers.

The first chapters cover the basics of visual art such as shape/form, light/shadow, texture, color and perspective. Ahearn uses several game art sample images to support the discussion, which makes it easier to apply these concepts to 2D texturing. Next, he gives you an overview of computer graphics including file formats, grids, UV mapping and shaders and teaches the reasoning behind his approach to creating 2D textures for 3D game art. He then moves on to Photoshop and the many features this software has that can be used specifically for digital texturing. He gives some tips for naming and organizing the large number of image files that you will soon accumulate.

Ahearn covers four real-world projects. The first is a sci-fi setting which requires only the base materials. He gives step-by-step instructions for creating metals for floor and wall paneling, pipes, hoses and venting. Next is an urban setting which requires the base materials and also a few textures for detail objects in the scene. The third project, a fantasy setting, was my favorite. It required the most detailed artwork so far and Ahearn discusses using the Photoshop painting tools. The textures created for this project will eventually be used with a shader. Some of the base textures he creates are stone walls and floor, wood beams, stucco and metal. You will also learn how to make detailed textures for a table, chest, fur rug, candle stick, book and parchment. The fourth project is an outdoor setting. When creating photorealistic textures for the trees and other organic subjects, Ahearn uses Photoshop layers and source photo overlays.

For each project, Ahearn starts with a concept sketch and identifies the base materials that will be needed for flooring and walls. He then moves on to creating textures for the detail objects such as tables, windows, rugs and doors. At the end of each project, he gives at least one variation. Lastly, the book covers the three types of visual effects; static, animated and particle. The CD that accompanies the book contains many photo source images.

Luke Ahearn has worked in the game development field for many years as a background artist, designer, producer and art director. He has written six books on game development.
18 von 19 Kunden fanden die folgende Rezension hilfreich
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.
6 von 6 Kunden fanden die folgende Rezension hilfreich
Excellent. Really! 26. Mai 2007
Von Pavol Almasi - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Unlike the rewiever who gave this book 1 star, I am giving 5. Because unlike him, I find this full-color book very well written and very useful. It goes beyond basic texture creation tutorials. The first half of the book explains theory behind good textures and texture creation as well as ways to take pictures for your own textures. It gives lot of examples to demonstrate various points. The second half of the book is the tutorial part. The tutorials are detailed and easy to follow. The only negative thing I find about this book is, that the tutorials give you exact values for everything without explaining why these values were actually chosen. However, it is up to the user to make his/her own tweeking and see, how changing these values effect the final result. Also, I would like to see how these textures are applied to a specific UV layout, which the book does not discuss. But then again, the book is about creating textures, not applying them to your model, so I do not hold it against it. After all, the textures that are created in the tutorials are nicely done and you certainly can find a good use for any of them. So, five stars it is.
5 von 5 Kunden fanden die folgende Rezension hilfreich
From plain textures to eye candy in matter of a few days 28. November 2006
Von Austin Reed - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Having gone to school for Computer Animation at Full Sail I was in the need of a top tier gaming texturing book. While reading Gamasutra I saw this book and had my company HNTB purchase this book for my real time 3D Group. Having gone through this book my photoshop skills have gone up 10x. The techiques that you learn in this book help make your 3D models really pop with life. Most of his tutorials are quick and very easy to follow along with, by the end of the book you are ready to tackle most any assignment a client is going to give you. I can't wait for more great publishings and techniques that Luke would love to share with the rest of the industry. A true inspiration! Thanks Austin Reed
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