Creating game art for 3D engines / Brad Strong.

Provides information on creating and exporting game art in a 3D engine.

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Bibliographic Details
Online Access: Full Text (via ProQuest)
Main Author: Strong, Brad
Format: eBook
Language:English
Published: Boston : Charles River Media, 2008.
Series:Game development series (Charles River Media (Firm))
Subjects:

MARC

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100 1 |a Strong, Brad. 
245 1 0 |a Creating game art for 3D engines /  |c Brad Strong. 
260 |a Boston :  |b Charles River Media,  |c 2008. 
300 |a 1 online resource (xxii, 313 pages) :  |b color illustrations. 
336 |a text  |b txt  |2 rdacontent. 
337 |a computer  |b c  |2 rdamedia. 
338 |a online resource  |b cr  |2 rdacarrier. 
490 1 |a Game development series (Charles River Media (Firm)) 
500 |a Includes index. 
505 0 |a ""CONTENTS""; ""ACKNOWLEDGMENTS""; ""ABOUT THE AUTHOR""; ""INTRODUCTION""; ""CHAPTER 1 INTRODUCTION TO 3DS MAX""; ""Examining the 3ds Max Interface""; ""Using Drop-Downs and Panels""; ""Adjusting Grid and Snap""; ""Setting Preferences""; ""Creating, Viewing, and Modifying Primitives""; ""Using Viewport Controls""; ""Modifying Primitives""; ""Using Viewing Tools""; ""Using Selection Windows""; ""Box Modeling a Chair""; ""Converting to an Editable Poly""; ""Moving the Vertices of the Editable Poly""; ""Maximizing the Viewport and Using Arc Rotate""; ""Extruding the Legs of the Chair"" 
505 8 |a ""Extruding the Back of the Chair""""Creating the Arms of the Chair""; ""Welding Vertices""; ""Manipulating Vertices""; ""Working with the Material Editor""; ""Applying a Standard Material to an Object""; ""Applying a Custom Material to an Object""; ""Managing Files""; ""Saving Your Work""; ""Merging and Importing Files""; ""Summary""; ""CHAPTER 2 LOW POLY MODELING""; ""Creating Structurally Sound Models""; ""Keeping a Low-Polygon Budget""; ""Modeling a Simple Shape""; ""Modeling a Health Patch""; ""Welding Vertices with Weld Threshold""; ""Creating a Pickup with Three Parts"" 
505 8 |a ""Modeling a Power Charger""""Modeling a Weapon""; ""Creating a Template to Model By""; ""Modeling with a Plane""; ""Adding Symmetry to Mirror and Weld Vertices Simultaneously""; ""Scaling Models to Fit the Torque Engine""; ""Summary""; ""CHAPTER 3 UNWRAPPING GAME ART""; ""Unwrapping the Oil Drum""; ""Deciding Between Material Color and Object Color""; ""Turning Off Smoothing""; ""Applying a Cylindrical Map to the Model""; ""Applying an Unwrap UVW Modifier""; ""Applying a Normal Map""; ""Applying a Utility Material""; ""Correcting Flaws in the UVs"" 
505 8 |a ""Moving UV Vertices to Improve the Mapping""""Rendering Out the UV Template""; ""Using Texporter: An Alternative for UV Rendering""; ""Unwrapping the Weapon""; ""Mirroring and Aligning Normal-Mapped UVs""; ""Normal Mapping the Cooling Fins""; ""Correcting the UVs at the Edges of the Weapon""; ""Breaking and Scaling UVs""; ""Unwrapping the Ammo Box""; ""Unwrapping the Power Charger""; ""Applying a Planar Map""; ""Moving UV Vertices to Improve the Map""; ""Using a Planar Map for More Complex Models""; ""Unwrapping the Health Patch""; ""Summary""; ""CHAPTER 4 TEXTURING GAME ART"" 
505 8 |a ""Texturing Considerations""""Using the Appropriate Equipment""; ""Using Digital Photos for Textures""; ""Making the Lighting Consistent""; ""Creating Textures from Scratch""; ""Creating in Powers of Two""; ""Working with Photoshop""; ""Texturing the Oil Drum""; ""Pushing Pixels with the Liquify Tool""; ""Using Offset to Make the Texture Wrap""; ""Repairing Seams with the Clone Stamp Tool""; ""Reflection Mapping in Photoshop""; ""Defining a Reflective Oil Drum Material in 3ds Max""; ""Assigning Smoothing Groups to the Oil Drum""; ""Texturing the Health Patch""; ""Creating Textured Steel"" 
520 |a Provides information on creating and exporting game art in a 3D engine. 
588 0 |a Print version record. 
650 0 |a Video games  |x Programming. 
650 0 |a Computer graphics. 
650 0 |a Video games  |x Design. 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112. 
650 7 |a Computer games  |x Programming.  |2 fast  |0 (OCoLC)fst00872114. 
650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119. 
650 7 |a Video games  |x Design.  |2 fast  |0 (OCoLC)fst01166425. 
776 0 8 |i Print version:  |a Strong, Brad.  |t Creating game art for 3D engines.  |d Boston : Charles River Media, 2008  |w (DLC) 2007933886. 
830 0 |a Game development series (Charles River Media (Firm)) 
856 4 0 |u http://ebookcentral.proquest.com/lib/ucb/detail.action?docID=3135997  |z Full Text (via ProQuest) 
907 |a .b96179363  |b 02-20-23  |c 10-03-17 
998 |a web  |b  - -   |c f  |d b   |e z  |f eng  |g mau  |h 0  |i 1 
956 |a Ebook Central Academic Complete 
956 |b Ebook Central Academic Complete 
999 f f |i 7553450f-f9b7-544f-8353-4506257a48ec  |s ce43f29f-cb1c-560a-8281-e544dd112792 
952 f f |p Can circulate  |a University of Colorado Boulder  |b Online  |c Online  |d Online  |e QA76.76.C672 S77 2008eb  |h Library of Congress classification  |i web  |n 1