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.
Luke Ahearn has over 20 years of experience in professional game development. He has served in lead positions such as 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 Electronic Arts. He is currently working as an animatronic prop artist at MasterWerx Studios. He has written nine books on game development.
Introduction The Photoshop Focus of This Book What This Book Is Not Whom This Book Is For Overview The Concept Artists The Basics of Art Introduction Shape (2D) and Form (3D) Light and Shadow Texture Color Perspective Quick Studies of the World Around You Conclusion Chapter Exercises The Basics of Computer Graphic Technology Introduction Chapter Overview Common Features of Graphic File Formats The Power of Two and the Grid UV Mapping Game Optimizations Conclusion Chapter Exercises Introduction to Shaders and Materials Introduction Shader Basics Common Shader Effects Node-Based Shader Systems Basic Node Operations Conclusion Chapter Exercises Preparing for Texture Creation Introduction Gathering Textures Cleaning Your Textures Warning Storing Your Textures Conclusion Chapter Exercises Sci-Fi Hallway, Basic Shaders: Diffuse, Illumination, and Opacity Introduction The Concept Sketch Determining Texture Needs The Complete Scene Building It Up Using Overlays Tearing It Down for Shaders Conclusion Chapter Exercises The Urban Setting: Low-Polygon, High-Texture Detail Introduction The Concept Sketch Breaking Out the Materials in the Scene Creating Bricks Windows Wood Concrete Details Using an Alpha Channel Metal Breaking Out the Details Building It Up Using Overlays Tearing It Down for Shaders Conclusion Chapter Exercises The Fantasy Setting: High-Polygon, High-Texture Detail Introduction The Concept Sketch Breaking Out the Materials in the Scene Breaking Out the Details Base Materials Detail Textures Tearing It Down for Shaders The Complete Scene/Variation Chapter Exercises Exteriors Introduction The Concept Sketch Breaking Out the Materials in the Scene Additional Information: The Sky Additional Information: Terrain Tutorial: Clouds Water Game Effects Introduction Static Effects Animated Effects Particle Effects Normal Maps and Multipass Shaders Introduction Vertex vs. Per-Pixel Lighting Creating Normal Maps in Photoshop Assets for a Futuristic Interior