By Luke Ahearn
Ultimately the eagerly-awaited subsequent version of Luke Ahearn's cornerstone online game paintings ebook: 3D online game Textures is on its method. The booklet could be refreshed in step with the newest revision of Photoshop and the newest online game traits and advancements. 3D online game Textures permits next-gen online game artists to profit to create every thing from bricks to books in Photoshop with this step by step tutorial advisor. simply because texture is ninety nine% of what a gamer sees while enjoying, this subject merits huge insurance yet has gotten little realization. in contrast to whatever out there, this e-book concentrates soley on texturing, and gives an in-depth consultant to video game texturing with hundreds of thousands of top quality examples. video game artists research all they should understand at the subject, together with simple inventive ideas, instruments and methods, and particular step by step tutorials that designate the way to create textures for myriad environments. New insurance of the newest model of Photoshop, including adding a number of area tiling; including Photoshop Bridge coverage; an up-to-date steel educational and including assurance of city exteriors. Included within the moment variation is a new bankruptcy and an advanced venture, featureing a wide open air city region - struggle torn urban. large amount of labor on exact textures (overlays and complicated mixing in playstation ) that make the most of many shaders. This surroundings will glance approximately like Battlefield 2 or extra lately name of accountability four. The scene will contain results besides - smoke and bullet holes. Grass, timber, curtains, symptoms, and more. The DVD comprises: demo models of suitable software program in addition to source photographs. * examine every little thing you must create gorgeous, expert textures from one effortless to persist with consultant which beneficial properties tutorials and over 500 top of the range photographs* keep on with the step by step tutorials to benefit tips to create appropriate photographs that you would be able to upload on your portfolio and WOW potential employers* spouse CD comprises pattern textures, Photoshop activities and brushes, and digital models of pictures you observed within the booklet - the entire instruments you wish in a single place!* Hit the floor operating or get a leg up at the pageant with the information, tips, and genuine global examples featured during this accomplished consultant
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Extra info for 3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop
Tactile texture is when you are able to actually touch the physical texture of the art or object. Smooth and cold (marble, polished metal, glass) is as much a texture as coarse and rough. In art this term applies to sculptures and the like, but many paintings have thick and very pronounced brush or palette knife strokes. Vincent Van Gogh was famous for doing this. Some painters even add materials such as sand to their paint to bring more physical or tactile texture to their work. Visual texture is the illusion of what the surface's texture might feel like if we could touch it.
Color Expression or Warm and Cool Colors When you start painting textures and choosing colors, you will want to know how they interact in terms of contrast, harmony, and even message. There is a lot of information on this topic, and once again, Johannes Itten enters the picture (the guy who did the Color Wheel). Johannes Itten provided artists with a great deal of information on how color works and how they work together. Itten was among the first people to look at color not just from a scientific point of view, but from an artistic and emotional point of view.
As mentioned earlier in this chapter, this approach will not work in a 3D game in which a player can move about and examine the texture. Once again, we must choose what to represent using a static 2D image, what can be processed in real time using a shader, and what must be represented using actual geometry. There are many solutions for this problem; among them are restricting the players' ability to move around the texture, removing the element of overt depth representation, or adding actual geometry for the parts of the texture represented by the overt depth representation (see Figure 1-12).