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by Luke Ahearn
3D Game Textures, 4th Edition
Cover
Half Title
Title Page
Copyright Page
Dedication
Table of Contents
Acknowledgments
Introduction
The Photoshop Focus of This Book
What This Book Is Not
Whom This Book Is For
Overview
The Concept Artists
Chapter 1: 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
Chapter 2: 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
Chapter 3: Introduction to Shaders and Materials
Introduction
Shader Basics
Common Shader Effects
Node-Based Shader Systems
Basic Node Operations
Conclusion
Chapter Exercises
Chapter 4: Preparing for Texture Creation
Introduction
Gathering Textures
Cleaning Your Textures
Warning
Storing Your Textures
Conclusion
Chapter Exercises
Chapter 5: 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
Chapter 6: 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
Chapter 7: 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
Chapter 8: Exteriors
Introduction
The Concept Sketch
Breaking Out the Materials in the Scene
Additional Information: The Sky
Additional Information: Terrain
Tutorial: Clouds
Water
Chapter 9: Game Effects
Introduction
Static Effects
Animated Effects
Particle Effects
Chapter 10: Normal Maps and Multipass Shaders
Introduction
Vertex vs. Per-Pixel Lighting
Creating Normal Maps in Photoshop
Assets for a Futuristic Interior
Index
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Title Page
Fourth Edition
3D Game Textures
CREATE PROFESSIONAL GAME ART USING PHOTOSHOP
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