|
 |
|
 |
3D Game Environments: Create Professional 3D Game Worlds
| Our Price |
$ 41.46
|
|
| Retail Value |
$ 49.95 |
|
| You Save |
$ 8.49 (17%) |
|
| Item Number |
2441394 |
|
|
|
|
 |
|
Item Description...
Product Description The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers 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. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.
From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modeling, UV layout, and creating textures that goes into developing a realistic and appealing game environment with: * The entire game world development process: from planning to modeling and texturing. * Exercises and projects to practice with: each section includes projects to practice creating different world genres. * CD with source art to practice with and use in your own projects, program demos, and plug-ins.
|
Item Specifications...
Pages 374
Dimensions: Length: 1" Width: 7.5" Height: 9" Weight: 2.2 lbs.
Binding Softcover
Release Date May 19, 2008
ISBN 0240808959 EAN 9780240808956
|
Availability 2 units. Availability accurate as of May 30, 2012 05:05.
Usually ships within one to two business days from Momence, IL.
Orders shipping to an address other than a confirmed Credit Card / Paypal Billing address may incur and additional processing delay.
|
Product Categories
Similar Products
Reviews - What do our customers think?
 | Good in some areas, lacking in others Mar 24, 2009 |
The book is a good overview on how to create game levels using a typical 3D application. It covers planning a level, creating meshes, some texture creation, and how normal maps, specular maps and other highlights work with existing technology.
However, the book isn't an even effort. The mesh creation concepts are the most informative, since they walk you through concept to final product. The same is done with textures, but if you own Luke's other book this is just a repeat and waste of space. If you want to create terrain, trees, and brush, the book points you to ... software to create them. Well, it's nice to know that things like this exist, but what if you wanted to actually create these on your own?
UV mapping is largely ignored, mentioned only in passing. You have the model and the texture, now what? If you want to know an efficient way to map your complex model to the texture, you're completely on your own.
If you know nothing at all, this book is a great start, granted you can find your own UV map tutorial to patch up your knowledge. Intermediate users will only learn a couple of things, and advanced users will waste their time.
| | |  | a book that has been needed for a long time Nov 23, 2008 |
I just got this book today, so far it looks good. Its strange that this book has no reviews yet considering Ahearn's other book "3D Game Textures" has 28 reviews. I have that book and in my opinion it is very lacking, reason being that it only covers how to make textures in photoshop of things like metal, brick walls and wood surfaces. There is nothing wrong with having the ability to make textures like that from scratch, but you can more easily make take texture from photos you take or even use photos off the internet which will give results that are as good or better than anything you could make on your own. So this new book on Game Environments covers the whole process of composing scenes and how to texture them, something that has been very lacking in 3D graphics books. So I give it 4 stars just on my first impression from thumbing through the book, that I think it will be just what I need to get started making 3D scenes.
I want to give Kudos to Focal Press the publisher for printing this book on high quality paper and giving it a very strong binding, as well as high quality color photos. Too many computer graphics books go cheap with B&W on cheap paper nowadays. | | | Write your own review about 3D Game Environments: Create Professional 3D Game Worlds
|