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2D Artwork and 3D Modeling for Game Artists.
Title:
2D Artwork and 3D Modeling for Game Artists.
Author:
Franson, David.
Personal Author:
Physical Description:
1 online resource (720 pages)
Contents:
CONTENTS -- LETTER FROM THE SERIES EDITOR -- INTRODUCTION -- CHAPTER 1 THE HISTORY OF GAME GRAPHICS -- The Birth of the Computer Game Artist -- The Arcade Moves Back Home -- The Personal Computer Blossoms -- The Gaming Revolution -- The Graphics Revolution -- Third-Stage Booster -- The New Millennium -- The Future of Computer Games -- Part One: 3D Modeling with trueSpace -- CHAPTER 2 GETTING READY TO MODEL: CONCEPT ART -- Importance of Sketch Art -- The Asset Process -- The Making of Two Compound Assets -- The Final Objective -- Summary -- CHAPTER 3 MODELING THE RF-9 PLASMA GUN WITH TRUESPACE 6 -- An Overview -- Setting Up the trueSpace 6 Environment -- Modeling Considerations -- Modeling the RF-9 -- Summary -- CHAPTER 4 MODELING THE SLOGRE CHARACTER WITH TRUESPACE 6 -- Modeling Pre-Considerations -- Modeling the Slogre -- Export the Mesh -- Summary -- Part Two: Unwrapping the UVs with DeepUV -- CHAPTER 5 U-V MAPPING THE RF-9 PLASMA GUN WITH DEEPUV -- Installing the Software -- Introduction to DeepUV 1.0 -- Example: Unwrap the Widget -- Mapping the RF-9 -- Summary -- CHAPTER 6 U-V MAPPING THE SLOGRE WITH DEEPUV -- Completing the Slogre Model in 3D Studio Max 5 -- Unwrap the Slogre's U-Vs -- Pack the Map -- Update and View the Results in Max -- Summary -- Part Three: Unwrapping the UVs with DeepUV -- CHAPTER 7 GAME TEXTURING -- Introduction to Game Texturing -- Types of Textures -- Summary -- CHAPTER 8 INORGANIC TEXTURE TUTORIALS WITH PHOTOSHOP -- Texture Creation -- Brick Textures -- Cement Textures -- Rock and Stone Textures -- Metal -- . . .And the Rest -- CHAPTER 9 ADVANCED TEXTURING EXAMPLES -- Wood Crate with Explosives -- Medieval Castle/Haunted House Gate -- High Tech -- Time Counts -- Summary -- CHAPTER 10 ORGANIC TEXTURE TUTORIALS WITH PHOTOSHOP -- Skin and Bones -- Clothing -- Planetary Textures -- Summary.

CHAPTER 11 SKINNING THE RF-9 PLASMA GUN WITH DEEP PAINT 3D AND PHOTOSHOP -- Identifying the RF-9 -- Thoughts on Texturing -- Texturing Techniques You'll Use -- Texturing the RF-9 -- Preparing the Map for 3D Studio Max -- Summary -- CHAPTER 12 SKINNING THE SLOGRE WITH DEEP PAINT 3D AND PHOTOSHOP -- Identifying the Slogre's Body -- Thoughts on Texturing -- Texturing the Slogre -- Preparing the Map for 3D Studio Max -- Summary -- Part Four: Preparing Assets for Games with 3D Studio Max -- CHAPTER 13 MAKING THE RF-9 PLASMA GUN GAME-READY WITH 3D STUDIO MAX -- Applying the Skin to the RF-9 -- Aligning the Pivot Point -- Creating the Bounding Box -- Adding and Manipulating Nodes -- Exporting the RF-9 for the Torque Game Engine -- Viewing the Model in Torque -- Adding Levels of Detail (LODs) -- Tips for Exporting to Other Game Engines -- Summary -- CHAPTER 14 MAKING THE SLOGRE GAME-READY WITH 3D STUDIO MAX AND CHARACTER STUDIO -- Applying the Skin to the Slogre -- Scaling and Aligning the Pivot Point -- Some Final Mesh Adjustments -- Creating the Bounding Box -- Preview in Torque -- Exporting the Model -- Bones, Skeletal Weighting, and Animating with Character Studio -- Adding and Manipulating Dummy Nodes -- Create a Root Pose -- Exporting and Viewing the Slogre in Torque -- Levels of Detail (LODs) -- Last Note on Other Game Engines -- Summary -- Part Five: Bringing It All Together -- CHAPTER 15 BRINGING YOUR WORK INTO THE TORQUE GAME ENGINE -- Playing Real Wars Using the Slogre and RF-9 -- Editing the World -- The Last Word -- POSTSCRIPT FINDING WORK AS A GAME ARTIST -- Getting a Job with a Game Company -- Job Positions -- Working on a Game Development Team -- Part Six: Appendices -- APPENDIX A: A 3D MODELING PRIMER -- APPENDIX B: A 2D GRAPHICS PRIMER -- APPENDIX C: PHOTOSHOP 6 KEYBOARD SHORTCUTS -- APPENDIX D: GLOSSARY OF 2D- AND 3D-RELATED TERMINOLOGY.

A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z -- APPENDIX E: RELATED WEB SITES AND LINKS -- APPENDIX F: WHAT'S ON THE CD-ROM? -- INDEX -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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