Creating game art for 3D engines / Brad Strong.
Provides information on creating and exporting game art in a 3D engine.
Saved in:
Online Access: |
Full Text (via ProQuest) |
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Main Author: | |
Format: | eBook |
Language: | English |
Published: |
Boston :
Charles River Media,
2008.
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Series: | Game development series (Charles River Media (Firm))
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Subjects: |
MARC
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049 | |a GWRE | ||
050 | 4 | |a QA76.76.C672 |b S77 2008eb | |
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 |