Review
"After reading this you'll have a far better understanding of what it takes to become successful in the games world..." - Advanced Photoshop, April 2006
"Ahearn's book can and will help you become a much better artist, even if you never did much texturing before." - Apogee Photo Magazine, August 2006
Book Description
Game artists, architects, simulation developers, web designers and enthusiasts alike can learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book is the first of its kind to provide an in-depth guide to game texturing with hundreds of high-quality examples. This guide teaches everything a game artist will need to know-from researching textures, basic artistic principles, tools and techniques, to specific step-by-step tutorials that explain how to create textures for a myriad of environments. The goal of this book is to give the reader a guide that will actually help them secure a job as a developer/artisteven providing them with images created using the tutorials that can be used in a portfolio.
* Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images
* Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers
* Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide
Even if you aren't a game artist, this book will help any digital artist learn to create photorealistic textures. One of the most important features of an image, and one that can make the difference between a good or a great image, is the textures you use. In this book the author, Luke Ahearn, teaches the basics for creating 3D game textures. The book is written for Adobe Photoshop version 7 or CS, but can apply to future versions of Photoshop or any image graphics software supporting layers.
The first chapters cover the basics of visual art such as shape/form, light/shadow, texture, color and perspective. Ahearn uses several game art sample images to support the discussion, which makes it easier to apply these concepts to 2D texturing. Next, he gives you an overview of computer graphics including file formats, grids, UV mapping and shaders and teaches the reasoning behind his approach to creating 2D textures for 3D game art. He then moves on to Photoshop and the many features this software has that can be used specifically for digital texturing. He gives some tips for naming and organizing the large number of image files that you will soon accumulate.
Ahearn covers four real-world projects. The first is a sci-fi setting which requires only the base materials. He gives step-by-step instructions for creating metals for floor and wall paneling, pipes, hoses and venting. Next is an urban setting which requires the base materials and also a few textures for detail objects in the scene. The third project, a fantasy setting, was my favorite. It required the most detailed artwork so far and Ahearn discusses using the Photoshop painting tools. The textures created for this project will eventually be used with a shader. Some of the base textures he creates are stone walls and floor, wood beams, stucco and metal. You will also learn how to make detailed textures for a table, chest, fur rug, candle stick, book and parchment. The fourth project is an outdoor setting. When creating photorealistic textures for the trees and other organic subjects, Ahearn uses Photoshop layers and source photo overlays.
For each project, Ahearn starts with a concept sketch and identifies the base materials that will be needed for flooring and walls. He then moves on to creating textures for the detail objects such as tables, windows, rugs and doors. At the end of each project, he gives at least one variation. Lastly, the book covers the three types of visual effects; static, animated and particle.
# 368 pages
# Publisher: Focal Press; Pap/Cdr edition (February 21, 2006)
# Language: English
# ISBN-10: 0240807685
# ISBN-13: 978-0240807683
Code:http://rapidshare.com/files/91585403/Fo.Te.pdf
