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Digital Texturing and Painting

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ISBN-10: 0735709181

ISBN-13: 9780735709188

Edition: 2002

Authors: Owen Demers

List price: $60.00
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Description:

The author shows how to combine traditional texture creation principles with digital texturing techniques to enhance scenes and animations. The reader will learn about the history of textures in fine art and how to apply these to digital scenes.
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Book details

List price: $60.00
Copyright year: 2002
Publisher: Pearson Education
Publication date: 8/9/2001
Binding: Mixed Media
Pages: 360
Size: 7.75" wide x 9.75" long x 0.75" tall
Weight: 1.936
Language: English

Introduction: What Is Texture?
A Handkerchief in Bed Can't Be Found
What You Can Expect from This Book
What You Should Know
What You Will Need
About This Book's Approach to Software
A Final Word
The Fine Art of Seeing and Dissecting
Exercising Your Artistic Eye
Take an Art Class
Look Around
The Benefits of Exercise
Materials and Textures Defined
The Art of Interviewing: Working from Macro to Micro
Identify the Object: What Are You?
Identify the Most Important Feature: What Is Your Essence?
Identify the Material: What Are You Made Of?
Identify the Light Source: How Can I See You?
Identify the Location: Where Are You?
Identify the Appearance: What Do You Look Like?
Identify Tactile Quality: What Do You Feel Like?
Identify the History: What's Your Story?
Become Attuned
Exercises
Reference Materials, Textures, and Practical Stuff
Basic Materials
Basic Textures
Creating a Morgue
Your Own Photographs as Reference
Magazines as Reference Sources
Other Reference Gold Mines
Photo Gallery
New York Brick Bundle
South of France Water Trough
Green Painted Door
University Avenue Near Twilight
An Office Door
Restaurant Wall
Look and Collect
Exercises
Color Theory
Additive Color Mixtures
Subtractive Color Mixtures
Color Qualities
Hue
Saturation/Intensity
Value/Brightness
Color Schemes
Complementary Colors and Compositions
Triadic Palettes and Compositions
Analogous Palettes and Compositions
Monochromatic Palettes and Compositions
Warm and Cool Colors
Colors--Psychology and Physiology
Red
Orange
Yellow
Green
Blue
Violet/Purple
White
Black
The Practical Side
Study Paintings in Museums
Exercises
Paintings
Evolution of a Style
Subjects that Inspire
The Paintings
Morning Sun Edward Hopper (1952)
Poor Artist's Cupboard Charles Bird King (1815)
The Old Cupboard Door William Michael Harnett (1889)
Sumptuous Still Life with Parrot Jan Davidsz de Heem (1660)
Woman 1 Willem de Kooning (1950-52)
Young Woman with a Water Jug Johannes Vermeer (1660-67)
Wiesental--Grassy Valley Gerhard Richter (1985)
Princesse De Broglie Jean-Auguste-Dominique Ingres (1853)
Nicolaes Ruts Rembrandt Harmensz Van Rijn (1631)
Bouquet of Garden Flowers in a Pitcher Johann Wilhelm Preyer (1831)
Blond Girl, Night Portrait, Lucian Freud (1980/85)
Study and Question
Exercises
Making Decisions
Ask the Right Questions
The Questions
The Project
What Pre-Production Materials Are Available?
Bibles
Pre-Vis Movies
Storyboards and What to Ask from Them
What Pre-Pro Materials Do I Have to Work With?
Which Style Is Appropriate?
Realistic
Hyper-Real
Stylized
Simplified
Graphic
Fantastic
Get the Client's Impressions
Who Is the Target Audience?
What Is the Intended Medium?
TV
Film
Web
Print
CD-ROM Games
Do You Have All the Information You Need?
The Project: Technical Preparation
Texture Mapping Concepts
Color
Transparency
Specularity
Luminance
Reflectivity
Bump
Displacement
That's Not All Folks
General Concepts
The Bandana: A Simple Tile and Scanned Texture
Applying the Texture to the Geometry
Rendering and Shading
Steel Braided Hoses: A Small Tileable Texture
Making the Pattern
Texturing the Tile
Creating the Bump
Shader and Final Texture Maps
The Tire: Adding Detail with Displacement Maps
Pre-Production
Making the Displacement Map
Creating the Tile
Color Map
Bump Map
Shader Stuff
Axle's Face: Texturing Polygons
Preparing Polygons for Texturing in 3D
Pre-Production
Creating the Bump Pattern
Creating the Color Map
Final Maps
Shader Stuff
The Goggles: Procedural Textures
The Strap
Shader Stuff
The Casing for the Lenses
Adding a Dirt Layer Using a Layered Shader
The Mask
Creating Color Variation
Creating Dust Using Snow
The Lenses
Adding a Dirt Layer Using a Layered Texture
Adding Iridescence
Shader Stuff
The Car Body: Complexity of Texture
Pre-Production
Color Map
Making the Decal
Making the Panels
Final Maps
Shader Stuff
The Fin: Texturing Uneven Surfaces
Pre-Production and Design
Placement of Axle's Logo
Placement of Side Graphic
Final Maps
Final Render
Shader Stuff
Axle's Chest: Sculpting, Painting, and Projections
Pre-Production
Creating the Sculpey Texture
Painting the Sculpey Imprint
Shader Stuff
Projections Across Many Surfaces
Lugz Commercial Power Station: Projection on Multiple Surfaces
Preparing the Texture
Applying the Projection to All the Surfaces
Wrap-Up: Some Things to Think About
Now That the Project Is Done
Your Place in the Pipeline
Modeling
Effects
Animation
Lighting
Rendering
Compositing
Final Thoughts
Reading List
Index