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9781584504887

Texture Art for Games And Other Media

by ;
  • ISBN13:

    9781584504887

  • ISBN10:

    1584504889

  • Edition: 1st
  • Format: Paperback
  • Copyright: 2006-06-30
  • Publisher: Charles River Media
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Summary

Texture Art for Games and Other Media is a beautifully illustrated, full color book that provides a practical and insightful look at the history, creation, and importance of texture art as an immersive storytelling device in 3D video games. It teaches artists how to create quality textures that add realism to their games and graphics projects. And it covers all types of textures ranging from cinematic and large scale renderings to small size sprite textures used on smaller hand held devices. Throughout the book, hands-on tutorials are used to teach creative and innovative techniques for creating realistic textures. The tutorials use today's popular software programs, including Adobe Photoshop, Adobe Illustrator, Corel Painter, Z Brush, 3ds Max, and Maya. The book also looks at working with traditional media and how to incorporate this with scanning and digital photography, along with ideas on scanning in actual textures and objects to work with digitally. In addition,

Table of Contents

Illusion and Immersion
Image Spaces, Panoramas, Early VR, Projections, 3D Video Games
Texture Arts Role as a Narrative Device in 3D Video Games (creating a sense of place)
The Texture Gallery 3D Video Game Textures for Real-Time, Pre-rendered, and Cinematics
The Design Gallery Texture Applications in Other Media, Illustration, Graphic Design, etc.
To make a comparison and show a relationship as we begin to explain techniques and how they can be applied across different media
3D Video Game Textures Now Industry Directions
Technical Issues and Limitations
3D video Game Textures Moving Forward
Overview and Explanation of the Process From Concept to In-Game
Texture Types
Backgrounds
Sprites
Texture Structure: Understanding Texture Sets and How They are Used in Real-time
The Differences Between a Trim
Floor
Ceiling etc.
Creating the Texture Set
How to Know What Size to Make a Texture and Working with an Unfinished or Nonexistent Level
Building Textures to a Grid
The Relationship Between the Texture Artist and Level Designer
Shotgun vs. Specific Approaches
The Level Designer
Planning the attack: LD and Texture Artist Working in Tandem
Quantity vs Quality
Setting Goals: Personnel
Team Oriented
Communication with Your Level Designer
Knowing Where Your Vision Needs to Stop and the LD's Begins
Who Decides Your Levels Mood
Plan
Gameplay
The Creative Production Line
Applying a Rough Sketch in the Engine
Engines: Being a Texture Artist in a 3D World
The Principal of Roughing Out a Level
How to Use ?Generics? to ?Rough Out? a Level and The Benefits
Getting to Know Your Engine
Creating the Texture Bible
The Texture Bible: Why You Need One
The Texture Bible: Solving Production Problems
How the Textures Bible Can Save your Project
Conceptual Considerations
Design Theory: Basic Design Principles for Texture Art
Consistent Style
Perspective Issues
Recreating Textures
Composition: Working with Details
Wear and Tear
Color
Technical Considerations Basic Texture Principles: Creating ?Generics?
Using Generics to Speed the Process Along
Creating False Light in Textures
When do you Need It?
Matching Light to Your Levels
How Lighting Plays a Key Role in Depth vs Shallow Textures
When You Should Create False Depth
False Depth
When to Use It and When Not to
Realistic Textures on in a Flat Surfaces
Realism vs False Realism
Keeping Your Textures in the Same World
Techniques Flare Masks
Texture Baking
Cropping Textures
Tiling a Texture
Creating Brushes from your Generics
Using Photoshop Brushes
Actions in Photoshop
Use your 3D Software to Create Texture
Conclusion A Few Simple Economic Facts the Texture Artist Should Know
Table of Contents provided by Publisher. All Rights Reserved.

Supplemental Materials

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The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

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