Creating the Art of the Game

ISBN-10: 0735714096

ISBN-13: 9780735714090

Edition: 2004

Authors: Matthew Omernick
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Description: Written by an experienced 3D game artist and instructor, this book provides readers with the opportunity to explore the workflow, tools, and techniquesused to create the 3D art used for today's most advanced and creative videogames. Instead of providing point and click tutorials on how to implement 3Dcreation applications like 3ds max and Maya, this book provides carefullychosen software agnostic tutorials that will enable readers to understand theconceptual underpinnings of creating dynamic 3D art: planning, modeling,texturing, lighting, creation of common effects, creating user interfaces, andputting all of the pieces together for a complete art package. Special attention ispaid to creating and refining textures using Photoshop, since it is the tool ofchoice regardless of the 3D tool being used for art creation. Explanations andtutorials are supplemented with discussion of how art was created in some ofthe most recognized games currently available. Descriptions and screencaptures from such games as Medal of Honor, Star Wars: Knights of the OldRepublic, Secret Weapons over Normandy, Bounty Hunter, RTX Red Rock,and from soon to be released Gladius will be included. This uniquecombination of explanation, tutorial, and real world documentation promise tomake this book a rare and innovative tool for artists.

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Book details

List price: $49.99
Copyright year: 2004
Publisher: Pearson Education
Publication date: 3/23/2004
Binding: Paperback
Pages: 320
Size: 8.25" wide x 10.00" long x 0.75" tall
Weight: 1.892
Language: English

Foreword: Making Games
Turning Lead into Gold, Plastic, Wood, etc.
Embrace the Constraints
Introduction
Who Should Read This Book?
A True Artist First
What to Expect from This Book
What This Book Covers
Making the Game
Themes
Preparing to Create
How and Where to Collect Reference
Seek the Best
Concept Art
Setting the Quality Bar
Blocking Out Your Scene
Conclusion
Modeling Theory
Primitives
Components
Transformation Tools
Polygons and Memory
Polygon Limits
Displaying Polygon Count
Normals
Backface Culling
Polygon Reduction
Modeling Techniques
Extrude
The Line Tool
Common Mistakes
Overlapping Faces
T-Junctions
Stray Vertices
Star-Like Faces
Conclusion
Introduction to Texturing
Game Texturing Theory
Detail in Texture
How to Choose and Create Textures
File Formats
Color Depth
Resolution (Texture Size)
What Is Resolution?
Photoshop
Image Resizing
Where Do I Use My Pixels?
Changing Color Depth
More About Color
Digital Photography
Digital Photos for Reference
Digital Photos for Textures
Making a Texture Tilable
Actions
Conclusion
Advanced Texturing
The Power of Layers
Creating Layers
Photoshop Tools
Image Menu
Layer Menu
Filters
Alpha Channels
What Is an Alpha Channel?
What Can Alpha Do?
How Do We Bring the Alpha Channel into the 3D Package?
How to Make Alpha Channels
Game Engines and Alpha
Conclusion
Applying Textures
Assigning Materials
Maya's Hypershade
3ds max Material Editor
What Are UVs?
Projection Mapping
Editing UVs
Composite Textures and UVs
Assigning UVs
Multiple UV Sets
Tiling
How Do You Tile?
Conclusion
Advanced Modeling
Organic Versus Inorganic Models
Organic Modeling Methods
Smoothing
The Sculpt Polygons Tool
Soft Selection
Subdivision Surfaces
Vertex Normals and Smoothing Groups
Modeling with Triangles
Cleaning Up Your Geometry
Delete History
Freeze Transformations
Center Pivot
Merging or Welding Vertices
Maya's Cleanup Tool
Conclusion
Lighting Principles
Color
Target Audience
Balancing Color
Mood
Traditional Lighting Setup
Working with 3D Lights
Directional Light
Ambient Light
Spotlights
Point or Omni Lights
Global Illumination
Falloff
Effective Lighting Practices
Pools of Light
Be Creative
Experiment
Conclusion
In-Game Lighting
Vertex Lighting
Vertex Color
Vertex Alpha
Hiding Repetition
Reusing Textures
Understanding Vertex Lighting
Things to Watch Out For
Soft and Hard Edges
Lightmaps
Per-Pixel Lighting
Normal Maps
Dynamic Lighting
Troubleshooting
Black or Invisible Faces on Geometry
Inconsistency
Blown Out or Overexposed Lighting
Conclusion
Effects
Particle Effects
Textures for Effects
Billboards
Fog
Water
Clouds
Decals
Conclusion
Tips and Tricks
The Metal Box
Trees and Vegetation
Reflection
Placed Shadows
The Importance of Shadow
Conclusion
User Interface Design and Creation
The Shell
In-Game User Interface
Heads-Up Display
Composition
Plan, Plan, Plan
Localization
Hardware Approval
Building the UI
Conclusion
Wrapping It Up
Source Control
Collision Geometry
Skydomes
Light Volumes
Tagging Materials
Bug Fixing
Collision Issues
Z-Fighting and Problem Normals
Just Plain Ugly Art
Polishing
Major Milestones
Alpha
Beta
Gold
Conclusion
Index
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