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El. knyga: 3D Game Environments: Create Professional 3D Game Worlds 2nd edition [Taylor & Francis e-book]

  • Formatas: 331 pages, 298 Line drawings, color
  • Išleidimo metai: 14-Jun-2017
  • Leidėjas: CRC Press
  • ISBN-13: 9781315687445
  • Taylor & Francis e-book
  • Kaina: 133,87 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standartinė kaina: 191,24 €
  • Sutaupote 30%
  • Formatas: 331 pages, 298 Line drawings, color
  • Išleidimo metai: 14-Jun-2017
  • Leidėjas: CRC Press
  • ISBN-13: 9781315687445
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 websitewww.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 bookall the tools you need in one place.
Preface xv
Acknowledgments xvii
Author xix
Introduction xxi
SECTION I The basics
1 Game world optimizations
3(34)
Introduction
3(4)
Asset-based optimizations
7(1)
MIP mapping
7(3)
Texture pages (or T-pages, atlas textures, or texture packing)
10(1)
Unlit textures
11(1)
Multitexturing or multiple UV channels
12(1)
Lightmaps
13(2)
Masking and transparency
15(3)
Texture size and compression
18(1)
Particle systems
18(4)
Forced perspective
22(1)
Polygon optimization
22(1)
LoD
23(1)
Collision-based optimizations
24(1)
Collision objects
24(3)
Collision types
27(1)
Occlusion-based optimizations
28(7)
Occlusion and culling
28(3)
Distance fog
31(3)
Cull distance
34(1)
Cells and portals
35(1)
Planning
35(1)
Conclusion
36(1)
2 Three-dimensional concepts
37(24)
Introduction
37(1)
Texture mapping
38(1)
Mapping types
39(1)
Planar
40(1)
Box
40(1)
Spherical
40(1)
Cylindrical
40(1)
UV editing
40(2)
Multitexturing
40(2)
3D
42(2)
3D space
44(6)
Viewports
44(3)
Player perspective
47(1)
Shortcuts and hotkeys
47(1)
Units of measurement
47(1)
Grids and snaps
47(1)
Hide/unhide
48(1)
Freeze
49(1)
Drawing modes
49(1)
Grouping
49(1)
Selecting
49(1)
3D creation
50(6)
Mesh editing
51(1)
Axis
51(3)
Object space or local
54(1)
World space
54(1)
View space
54(1)
Pivot points
54(1)
2D shapes
54(2)
Creating 3D objects from 2D shapes
56(5)
Extrude
56(1)
Lathe
56(1)
Loft
57(1)
Transforms
57(1)
Deforms
58(3)
3 Shaders and materials
61(30)
Introduction
61(2)
Shader basics
63(3)
Common shader effects
66(21)
Diffuse (color maps or textures)
67(3)
Blend
70(1)
Average
70(1)
Additive
70(1)
Subtractive
70(1)
Detail mapping
70(1)
Depth of field
70(2)
Heat haze
72(1)
Specular highlights and glossiness
72(2)
Bloom (glow or halo)
74(1)
Masking and opacity
74(1)
Illumination (unlit, emissive, or full bright)
75(3)
Reflection
78(3)
Pan/rotate/scale
81(1)
Bump, normal, and parallax occlusion mapping
82(5)
Conclusion
87(4)
SECTION II Low-polygon environments with simple shaders
4 Planning the low-polygon urban environment
91(6)
Introduction
91(1)
Technological assumptions
92(1)
Point of view
93(1)
Theme
93(1)
Genre
93(1)
World size
94(1)
Game fiction
95(2)
5 Modeling the large urban environment
97(44)
Introduction
97(3)
Blocking out the level
100(4)
Setting up the grid
101(1)
Basic parts
102(2)
World measurements and scale
104(4)
Modeling the streets
108(3)
UV-mapping the meshes
111(28)
Street UV-mapping
112(1)
Repeating buildings
112(3)
Landmarks
115(3)
Main building
118(1)
Lobby building
118(2)
Solid building
120(1)
Details
121(2)
Decals
123(1)
Traffic signs
124(1)
Newspaper machines
124(2)
Newspaper machine 1
126(1)
Newspaper machine 2
126(1)
Bus stop
127(2)
Phone booth
129(1)
Dumpster, trash can, and mailbox
129(4)
Streetlights and traffic lights
133(6)
Parking meter and lire hydrant
139(1)
Conclusion
139(2)
6 Texturing the large urban environment
141(32)
Introduction
141(1)
Texture creation
142(19)
Tiling base materials
142(1)
Asphalt/base streets
142(1)
Base cement/sidewalk
143(5)
Intersection
148(1)
Building windows illumination mapped
148(4)
Solid-pane illumination map
152(1)
Nontiling details
153(1)
Signs
154(1)
Newspaper machines
154(3)
Bus stop/phone booth
157(1)
Garbage can/dumpster/mailbox
157(1)
Light
157(1)
Traffic Tight
157(4)
Parking meter/lire hydrant
161(1)
Nontiling illumination-mapped details
161(1)
Nontiling full-brightness details
161(2)
Nontiling details requiring alpha channeling
163(5)
Sewer grates, manholes, and access
164(1)
Oil stains/tire marks
164(1)
Cracks, dirt, holes, and tar patches
164(4)
Creating the alpha channel
168(1)
Conclusion
169(4)
SECTION III Terrain, foliage, and more advanced asset creation
7 Introduction to natural environments
173(6)
Introduction
173(1)
Technological assumptions
174(5)
Perspective
175(1)
Theme
176(1)
World size
176(1)
Game fiction
177(2)
8 Terrain
179(24)
Introduction
179(1)
Manual terrain creation
179(4)
Terrain-editing basics
183(4)
Free-form terrain painting
187(2)
Push/pull lower/raise
187(1)
Smoothing/erosion
187(1)
Noise/turbulence
187(1)
Flatten/set to height
188(1)
Other features
189(1)
Terrain texturing
189(1)
Trees and foliage: Decoration/prop layers
190(3)
Terrain generation software
193(2)
L3DT
195(8)
9 Filling the world: Trees, plants, rocks, water, and sky
203(42)
Introduction
203(2)
Asset list
205(1)
Terrain textures
205(1)
Trees
206(4)
TreeMagik G3
209(1)
A look at SpeedTree
210(1)
Plants
210(14)
Plant Life
214(5)
Rocks
219(3)
Skyboxes
222(2)
Clouds
224(13)
Single clouds
234(3)
Water
237(8)
Caustics generator
237(3)
Waterfall
240(5)
10 Modeling and texturing the jungle base
245(48)
Introduction
245(1)
Mechanical models
246(17)
Electrically charged, double-access gate
246(4)
Guard tower
250(2)
Industrial light towers
252(1)
Heavy-duty jungle gate and concrete wall
253(3)
Old building
256(7)
Organic models
263(3)
Rocks
263(1)
Plants
263(2)
Trees
265(1)
Foliage backdrop, ground, skybox
265(1)
Mechanical textures
266(18)
General rusty metal
266(1)
General tiling of galvanized metal
267(1)
Tiling moldy concrete
267(1)
Tiling wood planks
268(1)
Specific detail textures
269(1)
Massive doors
269(2)
Doors
271(1)
Assorted signs
271(1)
Crossbeams for light towers
272(1)
Windows
272(1)
Window frame
272(4)
Glass
276(1)
Variations
277(1)
Weathering and dirt
278(1)
Rain streaks
279(2)
Window alpha
281(3)
Organic textures
284(4)
Rocks
284(1)
Plants
284(2)
Trees
286(1)
Foliage backdrop
286(1)
Skybox textures
286(2)
Things to try
288(3)
Conclusion
291(2)
11 Focus on the futuristic interior---normal maps and multipass shaders
293(28)
Introduction
293(1)
Vertex versus per-pixel lighting
294(3)
What is a normal map?
297(5)
Creating normal maps in photoshop
297(1)
Painting normal maps
297(1)
Source-based normal maps
297(4)
Use parts of existing normal maps
301(1)
Creating normal maps using a 3D program
302(2)
Assets for the futuristic interior
304(17)
Wall panels
304(1)
Color
304(2)
Illumination
306(1)
Spec
306(2)
Normal map
308(2)
Wall panel variations
310(1)
Floor panels
311(1)
Column
311(2)
Light/ceiling panel
313(1)
Door
314(1)
Monitor
314(1)
Pipes and hoses
314(7)
Index 321
Luke Ahearn is a lifelong artist born in New Orleans, LA that now lives

in Central California. He is a successfully published author of both fiction and nonfiction, most recently completing Transition, the third book in the Euphoria Z Series. Many of his books are in their 2nd, 3rd, and 4th editions. He has over 20 years of professional game development experience in lead positions; designer, producer, and art director on over 15 published game titles including Dead Reckoning and Americas Army. He has also worked as a background artist at EA. He has written many books on game development including Focal Press 3D Game Textures 3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and various game editors. Luke can be reached at www.lukeahearn.com.