
- 331 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
About this book
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
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Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access 3D Game Environments by Luke Ahearn in PDF and/or ePUB format, as well as other popular books in Computer Science & Programming Games. We have over one million books available in our catalogue for you to explore.
Information
Index
Page numbers with f refer to figures.
A
Access, 164, 165f; see also Blocking
gate, double-, 246–248, 250, 246f–250f
Additive blend effect, 70, 71f
Alpha channels
creation; see also specific assets
for clouds, 227, 229f
masking, 230, 231f
overview, 168f, 168–169
decals, 123, 123f
definition, 16–17
grass with, 77f
MIP-mapped texture and, 9f
nontiling details requiring
access, 164, 165f
cracks, 164, 166, 166f
dirt, 166, 167f
manholes, 164, 165f
oil stains, 164, 165f
overview, 163–164
sewer grates, 164, 165f
tar patches, 166, 167f
smoke texture and, 85f
tool for, see NVIDIA
typical particle with, 21f
Asphalt streets, 142–143, 144f
Asset-based optimizations, 7
Atlas textures, see Texture pages
Average blend effect, 70, 71f
Axis, 3D creation, 51, 53f, 53–54
B
Base materials, tiling
asphalt/base streets, 142–143, 144f
building windows illumination mapped, 148, 150–152, 151f
cement, 143, 145, 145f
intersection, 148, 150f
nontiling materials
bus stops, 157, 158f
dumpsters, 157, 159f
fire hydrants, 161, 161f
garbage cans, 157, 159f
mailboxes, 157, 159f
newspaper machines, 154, 156
parking meters, 161, 161f
phone booths, 157, 158f...
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Preface
- Acknowledgments
- Author
- Introduction
- SECTION I The basics
- SECTION II Low-polygon environments with simple shaders
- SECTION III Terrain, foliage, and more advanced asset creation
- Index