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3D Game Environments: Create Professional 3D Game Worlds 2nd edition


3D Game Environments: Create Professional 3D Game Worlds 2nd edition

Paperback by Ahearn, Luke

3D Game Environments: Create Professional 3D Game Worlds

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£41.64

ISBN:
9781138920026
Publication Date:
13 Apr 2017
Edition/language:
2nd edition / English
Publisher:
Taylor & Francis Ltd
Imprint:
CRC Press
Pages:
331 pages
Format:
Paperback
For delivery:
Estimated despatch 27 - 29 May 2024
3D Game Environments: Create Professional 3D Game Worlds

Description

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With 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, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website-www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book-all the tools you need in one place.

Contents

Chapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World-Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior-Normal Maps and Multipass Shaders

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