Корично изображение Електронна книга

Creating game art for 3D engines /

Provides information on creating and exporting game art in a 3D engine.

Основен автор: Strong, Brad.
Формат: Електронна книга
Език: English
Публикувано: Boston : Charles River Media, 2008.
Серия: Game development series (Charles River Media (Firm))
Предмети:
Онлайн достъп: http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=263311
Подобни документи: Print version:: Creating game art for 3D engines.
Съдържание:
  • ""CONTENTS""; ""ACKNOWLEDGMENTS""; ""ABOUT THE AUTHOR""; ""INTRODUCTION""; ""CHAPTER 1 INTRODUCTION TO 3DS MAX""; ""Examining the 3ds Max Interface""; ""Using Drop-Downs and Panels""; ""Adjusting Grid and Snap""; ""Setting Preferences""; ""Creating, Viewing, and Modifying Primitives""; ""Using Viewport Controls""; ""Modifying Primitives""; ""Using Viewing Tools""; ""Using Selection Windows""; ""Box Modeling a Chair""; ""Converting to an Editable Poly""; ""Moving the Vertices of the Editable Poly""; ""Maximizing the Viewport and Using Arc Rotate""; ""Extruding the Legs of the Chair""
  • ""Extruding the Back of the Chair""""Creating the Arms of the Chair""; ""Welding Vertices""; ""Manipulating Vertices""; ""Working with the Material Editor""; ""Applying a Standard Material to an Object""; ""Applying a Custom Material to an Object""; ""Managing Files""; ""Saving Your Work""; ""Merging and Importing Files""; ""Summary""; ""CHAPTER 2 LOW POLY MODELING""; ""Creating Structurally Sound Models""; ""Keeping a Low-Polygon Budget""; ""Modeling a Simple Shape""; ""Modeling a Health Patch""; ""Welding Vertices with Weld Threshold""; ""Creating a Pickup with Three Parts""
  • ""Modeling a Power Charger""""Modeling a Weapon""; ""Creating a Template to Model By""; ""Modeling with a Plane""; ""Adding Symmetry to Mirror and Weld Vertices Simultaneously""; ""Scaling Models to Fit the Torque Engine""; ""Summary""; ""CHAPTER 3 UNWRAPPING GAME ART""; ""Unwrapping the Oil Drum""; ""Deciding Between Material Color and Object Color""; ""Turning Off Smoothing""; ""Applying a Cylindrical Map to the Model""; ""Applying an Unwrap UVW Modifier""; ""Applying a Normal Map""; ""Applying a Utility Material""; ""Correcting Flaws in the UVs""
  • ""Moving UV Vertices to Improve the Mapping""""Rendering Out the UV Template""; ""Using Texporter: An Alternative for UV Rendering""; ""Unwrapping the Weapon""; ""Mirroring and Aligning Normal-Mapped UVs""; ""Normal Mapping the Cooling Fins""; ""Correcting the UVs at the Edges of the Weapon""; ""Breaking and Scaling UVs""; ""Unwrapping the Ammo Box""; ""Unwrapping the Power Charger""; ""Applying a Planar Map""; ""Moving UV Vertices to Improve the Map""; ""Using a Planar Map for More Complex Models""; ""Unwrapping the Health Patch""; ""Summary""; ""CHAPTER 4 TEXTURING GAME ART""
  • ""Texturing Considerations""""Using the Appropriate Equipment""; ""Using Digital Photos for Textures""; ""Making the Lighting Consistent""; ""Creating Textures from Scratch""; ""Creating in Powers of Two""; ""Working with Photoshop""; ""Texturing the Oil Drum""; ""Pushing Pixels with the Liquify Tool""; ""Using Offset to Make the Texture Wrap""; ""Repairing Seams with the Clone Stamp Tool""; ""Reflection Mapping in Photoshop""; ""Defining a Reflective Oil Drum Material in 3ds Max""; ""Assigning Smoothing Groups to the Oil Drum""; ""Texturing the Health Patch""; ""Creating Textured Steel""