
- 392 pages
- English
- PDF
- Available on iOS & Android
About this book
The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.
Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
Frequently asked questions
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Information
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- Acknowledgments
- Introduction
- Chapter 1: The Basics of Art
- Chapter 2: The Basics of Computer Graphic Technology
- Chapter 3: Introduction to Shaders and Materials
- Chapter 4: Preparing for Texture Creation
- Chapter 5: Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity
- Chapter 6: The Urban Setting: Low-Polygon, High-Texture Detail
- Chapter 7: The Fantasy Setting: High-Polygon, High-Texture Detail
- Chapter 8: Exteriors
- Chapter 9: Game Effects
- Chapter 10: Normal Maps and Multipass Shaders
- Index