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3D game textures : create professional game art using Photoshop /

Luke Ahearn teaches all you need to know about texturing game worlds, with the tricks and tools of the trade. He begins with the instructions you will likely be given on the job, walks you through the research and planning phase and moves onto the process of building textures for the scene at hand.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Ahearn, Luke (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, Taylor & Francis Group, [2016]
Edición:Fourth edition.
Colección:Online access with DDA: Askews (Maths)
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Ahearn, Luke,  |e author. 
245 1 0 |a 3D game textures :  |b create professional game art using Photoshop /  |c Luke Ahearn. 
250 |a Fourth edition. 
264 1 |a Boca Raton, FL :  |b CRC Press, Taylor & Francis Group,  |c [2016] 
264 4 |c Ã2016 
300 |a 1 online resource 
336 |a text  |b txt  |2 rdacontent 
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500 |a Includes index. 
505 0 |a The basics of art -- The basics of computer graphic technology -- Introduction to shaders and materials -- Preparing for texture creation -- Sci-fi hallway, basic shaders : diffuse, illumination and opacity -- The urban setting : low polygon, high texture detail -- The fantasy setting : high polygon, high texture detail -- Exteriors -- Game effects -- Normal maps and multi-pass shaders. 
588 0 |a Print version record. 
504 |a Includes bibliographical references and index. 
520 8 |a Luke Ahearn teaches all you need to know about texturing game worlds, with the tricks and tools of the trade. He begins with the instructions you will likely be given on the job, walks you through the research and planning phase and moves onto the process of building textures for the scene at hand.  |b The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website-www.lukeahearn.com/textures-has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book. Written with the beginner and the professional in mind, this book provides an excellent stepping stone for artists of any level. It shows aspiring artists how to create their own game textures. It also shows technically oriented professionals who struggle with artistic aspects of graphic design how to create textures in a way that they can relate to, while teaching technically challenged artists how to create their art in a fashion that allows them to set up their work with an eye toward the important technical aspects of game development. 
546 |a English. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Adobe Photoshop. 
630 0 7 |a Adobe Photoshop.  |2 fast  |0 (OCoLC)fst01378295 
650 0 |a Computer games  |x Programming. 
650 0 |a Computer graphics. 
650 2 |a Computer Graphics 
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650 6 |a Infographie. 
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