Beginning Game Graphics. için kapak resmi
Beginning Game Graphics.
Başlık:
Beginning Game Graphics.
Yazar:
Evry, Harry.
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (401 pages)
İçerik:
Contents -- Introduction -- Chapter 1 Fundamentals -- The Origin of Gaming -- What Is a Game? -- Risk and Reward -- Exercise and Education -- Discovery and Exploration -- Fantasy Fulfillment -- Dramatic Narrative -- Escapism -- Accomplishment and Acknowledgment -- Social Interaction -- Sensory Gratification -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 2 The World of the Game Artist -- Introduction -- Game Graphics Technology -- Digital Color Schemes -- Harnessing the Rainbow -- Color Palettes -- Compression -- Sprites -- Tiles -- Start Your Engines -- Art in Three Dimensions -- Orthographic Viewports -- The Building Blocks of 3-D Games -- Bringing Reality to Geometry -- The Anatomy of a Texture -- The Tools of the Trade -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 3 Building Your Toolbox -- Introduction -- gameSpace Light -- Adventure Explorer -- Textures -- Summary -- Exercises -- Chapter 4 Standard Geometric Primitives -- Introduction -- Bring Out the Blocks -- Primitives All Around Us -- Two Primitives Are Better Than One -- The Power of Primitives -- Building with Blocks -- 3, 2, 1, Launch -- Everything in Its Place -- Your First Model -- Four Views Are Better Than One? -- Navigating in Three Dimensions -- A Cube Is Born -- Adjusting Your Cube -- Taking More Control -- Calibrate Your Rulers -- The Price of Detail -- Saving the Scene -- Kicking Around a Ball -- Painting on the Detail -- Saving a Game Object -- Gaming with Objects -- Playing in the Water -- Adding Models to a Game -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 5 Modeling with Geometry -- Introduction -- The Meaning of Existence -- Keeping with the Theme -- Multiplying Primitives -- Modeling a Log -- Naming Your Blocks -- Painting the Grain.

Materials and Projections -- Assembling a Raft -- Locking the Wheels -- An Assembly Line for Logs -- The Balance of Believability -- Detailing the Raft -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 6 Constructive Geometry -- Introduction -- Keeping It Together -- Get Out the Glue -- Hierarchies and Family Trees -- The Scene Editor -- Moving the Camera -- Gluing All the Pieces -- Crossing the River -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 7 Interactive Geometry -- Introduction -- The Architecture of Interaction -- Environmental Simulation -- Putting the Level to Work -- Building a Crate -- Wallpapering the Crate -- Testing the Crate -- Carve Out Some Faces -- Boolean Subtraction -- X-Ray Vision -- Get Out the Drill -- Bring On the Magic Ring -- Preparing the Cut -- A Custom Paint Job -- Puzzles and Stairs -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 8 Boolean Operations -- Introduction -- Unions -- Subtraction -- Intersections -- Shells -- Boolean Treasures -- Creating a Magic Gem -- Composite Materials -- Shrink Wrap UV Computation -- Precision Placement -- Sculpting a Pedestal -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 9 Modeling in Inner Space -- Introduction -- Working Below the Surface -- Point Edit Mode -- Conjuring Geometry -- Sweeping into Action -- Sweeping Profiles -- Sweeping the Arch -- Modeling with Mirrors -- Two Sides That Behave as One -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 10 Subsurface Modeling -- Introduction -- SubDivision Layers -- Recycling Models -- Extruding a Blade -- The Problem with SubDivision Layers -- Manual Subdivision -- Blocking Out the Door -- Detailing the Door -- Painting the Door -- Positioning the Door.

Sculpting Vertices -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 11 Modeling by Design -- Introduction -- Art Direction -- Verisimilitude -- Artistic License -- Visual Psychology -- Character Design -- Modeling from Plans -- Setting Up Your Workspace -- Selecting the Elevation Images -- Correcting the Aspect Ratio -- Orienting the Elevation Planes -- Positioning the Elevation Planes -- Adjusting the Focus -- Reset the Material Editor -- Modeling from the Ground Up -- Aligning the Geometry -- Shaping the Foot -- Extruding a Leg -- Shaping the Hips -- Shaping the Torso -- Preparing for the Mirror -- Summary -- Questions and Answers -- Discussion Questions -- Exercises -- Chapter 12 One for the Road -- Finding the Bonus Chapter -- Next Steps -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Notlar:
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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