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Creating the Art of the Game Book

Creating the Art of the Game
Creating the Art of the Game, The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today', Creating the Art of the Game has a rating of 3.5 stars
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Creating the Art of the Game, The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today', Creating the Art of the Game
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  • Creating the Art of the Game
  • Written by author Matthew Omernick
  • Published by New Riders, March 2004
  • The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today'
  • The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating to
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Book Categories

Authors

Foreword: Making Gamesxv
Turning Lead into Gold, Plastic, Wood, etc.xvi
Embrace the Constraintsxvi
Introductionxxi
Who Should Read This Book?xxii
A True Artist Firstxxii
What to Expect from This Bookxxiii
What This Book Coversxxiii
Making the Gamexxiv
Themesxxvi
1Preparing to Create3
How and Where to Collect Reference4
Seek the Best5
Concept Art6
Setting the Quality Bar9
Blocking Out Your Scene10
Conclusion14
2Modeling Theory17
Primitives18
Components20
Transformation Tools20
Polygons and Memory21
Polygon Limits24
Displaying Polygon Count25
Normals25
Backface Culling27
Polygon Reduction28
Modeling Techniques33
Extrude34
The Line Tool37
Common Mistakes39
Overlapping Faces39
T-Junctions40
Stray Vertices40
Star-Like Faces42
Conclusion43
3Introduction to Texturing45
Game Texturing Theory46
Detail in Texture47
How to Choose and Create Textures48
File Formats50
Color Depth51
Resolution (Texture Size)51
What Is Resolution?52
Photoshop52
Image Resizing53
Where Do I Use My Pixels?54
Changing Color Depth56
More About Color58
Digital Photography59
Digital Photos for Reference59
Digital Photos for Textures60
Making a Texture Tilable61
Actions65
Conclusion66
4Advanced Texturing69
The Power of Layers70
Creating Layers73
Photoshop Tools75
Image Menu75
Layer Menu76
Filters78
Alpha Channels81
What Is an Alpha Channel?82
What Can Alpha Do?84
How Do We Bring the Alpha Channel into the 3D Package?94
How to Make Alpha Channels97
Game Engines and Alpha101
Conclusion102
5Applying Textures105
Assigning Materials105
Maya's Hypershade106
3ds max Material Editor111
What Are UVs?115
Projection Mapping116
Editing UVs120
Composite Textures and UVs121
Assigning UVs122
Multiple UV Sets123
Tiling125
How Do You Tile?127
Conclusion128
6Advanced Modeling131
Organic Versus Inorganic Models132
Organic Modeling Methods132
Smoothing132
The Sculpt Polygons Tool136
Soft Selection139
Subdivision Surfaces142
Vertex Normals and Smoothing Groups146
Modeling with Triangles148
Cleaning Up Your Geometry151
Delete History151
Freeze Transformations152
Center Pivot152
Merging or Welding Vertices154
Maya's Cleanup Tool154
Conclusion154
7Lighting Principles157
Color158
Target Audience158
Balancing Color159
Mood160
Traditional Lighting Setup162
Working with 3D Lights166
Directional Light166
Ambient Light166
Spotlights167
Point or Omni Lights167
Global Illumination168
Falloff168
Effective Lighting Practices170
Pools of Light170
Be Creative172
Experiment172
Conclusion172
8In-Game Lighting175
Vertex Lighting176
Vertex Color176
Vertex Alpha181
Hiding Repetition182
Reusing Textures183
Understanding Vertex Lighting184
Things to Watch Out For188
Soft and Hard Edges190
Lightmaps191
Per-Pixel Lighting194
Normal Maps195
Dynamic Lighting202
Troubleshooting202
Black or Invisible Faces on Geometry202
Inconsistency202
Blown Out or Overexposed Lighting203
Conclusion203
9Effects205
Particle Effects206
Textures for Effects208
Billboards212
Fog213
Water214
Clouds216
Decals217
Conclusion218
10Tips and Tricks221
The Metal Box222
Trees and Vegetation227
Reflection235
Placed Shadows236
The Importance of Shadow236
Conclusion244
11User Interface Design and Creation247
The Shell248
In-Game User Interface249
Heads-Up Display251
Composition253
Plan, Plan, Plan254
Localization254
Hardware Approval255
Building the UI256
Conclusion256
12Wrapping It Up259
Source Control260
Collision Geometry261
Skydomes263
Light Volumes266
Tagging Materials266
Bug Fixing268
Collision Issues268
Z-Fighting and Problem Normals268
Just Plain Ugly Art269
Polishing269
Major Milestones269
Alpha270
Beta271
Gold271
Conclusion272
Index275


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