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050 4 |a QA76.76.C672  |b O445 2004 
082 0 4 |a 794.8/166  |2 22 
049 |a UAMI 
100 1 |a Omernick, Matthew. 
245 1 0 |a Creating the art of the game /  |c Matthew Omernick. 
260 |a Indianapolis, Ind. :  |b New Riders,  |c 2004. 
300 |a 1 online resource (xxvi, 286 pages) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file 
490 1 |a New Riders Games Ser. 
588 0 |a Print version record. 
505 0 |a Preparing to create -- Modeling theory -- Introduction to texturing -- Advanced texturing -- Applying textures -- Advanced modeling -- Lighting principles -- In-game lighting -- Effects -- Tips and tricks -- User interface design and creation -- Wrapping it up. 
520 8 |a Annotation  |b The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again. 
506 |3 Use copy  |f Restrictions unspecified  |2 star  |5 MiAaHDL 
533 |a Electronic reproduction.  |b [S.l.] :  |c HathiTrust Digital Library,  |d 2010.  |5 MiAaHDL 
538 |a Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.  |u http://purl.oclc.org/DLF/benchrepro0212  |5 MiAaHDL 
583 1 |a digitized  |c 2010  |h HathiTrust Digital Library  |l committed to preserve  |2 pda  |5 MiAaHDL 
542 |f All rights reserved.  |g 2004 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Programming. 
650 0 |a Video games  |x Design. 
650 0 |a Computer graphics. 
650 0 |a Computer animation. 
650 0 |a Three-dimensional display systems. 
650 6 |a Jeux vidéo  |x Programmation. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Infographie. 
650 6 |a Animation par ordinateur. 
650 6 |a Affichage tridimensionnel. 
650 7 |a computer graphics.  |2 aat 
650 7 |a computer animation.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a Computer animation  |2 fast 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Computer graphics  |2 fast 
650 7 |a Three-dimensional display systems  |2 fast 
650 7 |a Engineering & Applied Sciences.  |2 hilcc 
650 7 |a Technology - General.  |2 hilcc 
653 |a Animation & 3D 
776 0 8 |i Print version:  |a Omernick, Matthew.  |t Creating the art of the game.  |d Indianapolis, Ind. : New Riders, 2004  |z 0735714096  |w (DLC) 2003116669  |w (OCoLC)54936469 
830 0 |a New Riders Games Ser. 
856 4 0 |u https://learning.oreilly.com/library/view/~/0735714096/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
938 |a YBP Library Services  |b YANK  |n 14883623 
938 |a Internet Archive  |b INAR  |n creatingartofgam0000omer 
938 |a Askews and Holts Library Services  |b ASKH  |n AH37975129 
994 |a 92  |b IZTAP