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. |
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