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3D Game Environments

Create Professional 3D Game Worlds

Luke Ahearn

$175

Hardback

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English
CRC Press
14 June 2017
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.

Key Features

The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website—www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book—all the tools you need in one place.

By:  
Imprint:   CRC Press
Country of Publication:   United Kingdom
Edition:   2nd edition
Dimensions:   Height: 229mm,  Width: 178mm, 
Weight:   820g
ISBN:   9781138731257
ISBN 10:   1138731250
Pages:   331
Publication Date:  
Audience:   College/higher education ,  Professional and scholarly ,  Primary ,  Undergraduate
Format:   Hardback
Publisher's Status:   Active
Chapter 1: Orientation to Game World Optimization Chapter 2: 3D Concepts Chapter 3: Shaders and Models Chapter 4: Planning the Low Polygon Urban Environment Chapter 5: Modeling the Large Urban Environment Chapter 6: Texturing the Large Urban Environment Chapter 7: Introduction to Natural Environments Chapter 8: Terrain Chapter 9: Filling the World—Trees, Plants, Rocks, Water, and Sky Chapter 10: Modeling and Texturing the Jungle Base Chapter 11: Focus on the Futuristic Interior—Normal Maps and Multipass Shaders

Luke Ahearn is a lifelong artist born in New Orleans, LA that now lives in Central California. He is a successfully published author of both fiction and nonfiction, most recently completing Transition, the third book in the Euphoria Z Series. Many of his books are in their 2nd, 3rd, and 4th editions. He has over 20 years of professional game development experience in lead positions; designer, producer, and art director on over 15 published game titles including Dead Reckoning and America’s Army. He has also worked as a background artist at EA. He has written many books on game development including Focal Press’ 3D Game Textures 3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and various game editors. Luke can be reached at www.lukeahearn.com.

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