A
Acronyms, 12
Additive color model, 85
Additive color system, 19–22, 19f
Alpha channels, 43–45, 44f, 72
for clouds, 329–330, 330f, 333f
creating, 333f
details using, in urban setting, 209–210, 210f
in sci-fi setting, 165
for windows in urban setting, 196–198, 197f, 198f
Angle distortion (position), 118–119, 119f, 120f, 121f
Animated effects, 341–342, 341f, 342f
See also Game effects
Art. See Visual art
Asset-based optimizations, 64–74
multitexturing or multiple UV channels, 68–69, 71f
texture pages (T-pages), 67
texture size and compression, 73
unlit textures, 68
Assets
categorizing, 111
defined, 64
for futuristic interior, 371–384
B
Banner, in fantasy setting, 281–286, 281f, 282f, 283f, 284f, 285f, 286f
Base image, 133
Base materials, for fantasy setting, 232–241
base metals (iron/pewter/silver/gold), 243
plaster or light stucco, 241–243, 242f, 243f
rough stone wall, 238–240, 238f, 239f, 240f
stone flooring, 232–237, 233f, 235f, 237f
Base metal
in fantasy setting, 243
in sci-fi setting, 155–157, 157f
Basic node operations, 100–101
Bitmapped files, 40
Blending Mode function, 326–327
additive mode, 85
average mode, 85
subtractive mode, 85
Bricks, in urban setting, 179
bottom of the wall, 189–190, 190f
bullet holes in, 356–357, 356f, 357f
brick and mortar depth, 185–186, 186f
top of the wall, 187–188, 188f
Brooker, Darren, 11
Brushes, 246
strength setting, 318f
for terrain editing, 316
Bryce 3D, 321
Bullet holes and debris, 340, 340f, 354–361, 358f
See also Game effects
concrete (plaster)/brick, 356–357, 356f, 357f
dirt, 357
Bump maps, 82, 96, 291–292, 292f
Bundysoft, 322
C
Candle flame, 254–255, 255f, 349f
Candle glow/corona, 348–351, 349f, 351f
Candlestick, 252–254, 253f, 254f
Canvas size, 127
Caution stripes, in sci-fi setting, 171, 172f
Chest, in fantasy setting, 247–252, 248f, 250f, 251f
Clone tool, build/rebuild stones using, 147–148, 147f
Cloth, bullet holes in, 355–356, 355f, 356f
Clouds, 326–332, 327f, 328f, 329f, 334f
alpha channel for, 329–330, 330f, 333f
single, 331–332, 332f, 335f, 336f
Collision-based optimizations, 64
cool, 23
models, 15
primary, 20
secondary, 20
subtractive, 19
subtractive, 19
warm, 23
wheel, 16
Color maps, 82, 83–85, 83f, 84f
Columns, in sci-fi setting, 380, 380f
texture, 73
Computer graphic technology, 37–75
Concrete, in urban setting, 180, 204–205, 205f
basic, 205f
impact effects in, 356–357, 356f, 357f
variations, 209–210, 209f, 210f
Cool colors, 23
Copyright issues, with digital images, 114
Cracks, in stucco, 242–243, 242f, 243f
Crates, wood, 201–204, 203f, 204f
Cropping images, 126–130, 127f, 128f
fixing perspective with, 128–129, 129f
resampling using, 129
Crytek Engine (CryEngine 3), 300
Cube maps, 92–94, 94f, 95f, 293–294, 293f, 294f, 295f
Cyan, 20
D
Darkness, 7
Decals, 135
Delete option, 127
Demers, Owen, 3
Dependencies, xiv
representation, 14f
Depth of field, 86–87, 87f, 117
Detail textures
banner, 281–286, 281f, 282f, 283f, 284f, 285f, 286f
candlestick, 252–254, 253f, 254f
chest, 247–252, 248f, 250f, 251f
dragon scales, 262–265, 263f, 264f, 265f
fur rug, 245–247, 245f, 246f, 247f
magic door, 286–288, 287f, 288f, 289f
old map, 270–274, 271f, 272f, 273f, 274f, 275f
spellbook, 257–270, 258f, 259f, 270f
spine decoration, 260–262, 261f, 262f
windows, 274–280, 275f, 276f, 277f, 279f, 280f, 281f
in sci-fi setting, 165–170, 166f, 167f, 168f
Diamond plate pattern, of floor plane, 162–164, 164f
Diffuse maps, 83–85, 83f, 84f, 290–291, 291f
Digital cameras/phones/mobile devices, 114–124
Digital photographs
creating normal maps from, 367–369, 368f, 369f
angle distortion (position), 118–119, 119f, 120f, 121f
image resolution, 116
image tilt, 116
lens distortion (fisheye), 117–118, 118f
Digital Texturing and Painting (Demers), 3
Direct X Texture Compression (DXTC), 45–48, 48f
DXT3, 47
DXT5, 47
Dirt, impact effects in, 357, 358f
Door, magic, in fantasy setting, 286–288, 287f, 288f, 289f
Door, in urban setting, 217, 219–226
final door, 225f
knob plate, 223–224, 223f, 224f
window, 222f
window and panel cutouts, 221f
Door texture, normal maps, 380, 381f
Dragon scales, 262–265, 263f, 264f, 265f
Drawing, exercises, 4
DXTC. See Direct X Texture Compression (DXTC)
E
Edge Copy, 141
Edwards, Betty, 4
Effects. See Game effects
Emissive texture, 92
Environment maps, 293–294, 293f, 294f, 295f
Erosion, terrain, 318, 318f, 319f
Essential CG Lighting Techniques with 3ds Max (Booker), 11
Explosions, 346
Exteriors. See Outdoor setting
External drives, 111
F
Fantasy setting, 229–297, 230f
base metals (iron/pewter/silver/gold), 243
plaster or light stucco, 241–243, 242f, 243f
rough stone wall, 238–240, 238f, 239f, 240f
stone flooring, 232–237, 233f, 235f, 237f
complete scene, 296, 296f, 297f
details, breaking out, 231
banner, 281–286, 281f, 282f, 283f, 284f, 285f, 286f
candlestick, 252–254, 253f, 254f
chest, 247–252, 248f, 250f, 251f
dragon scales, 262–265, 263f, 264f, 265f
fur rug, 245–247, 245f, 246f, 247f
magic door, 286–288, 287f, 288f, 289f
old map, 270–274, 271f, 272f, 273f, 274f, 275f
spellbook, 257–270, 258f, 259f, 270f
spine decoration, 260–262, 261f, 262f
windows, 274–280, 275f, 276f, 277f, 279f, 280f, 281f
overview, 229
tearing down for shaders, 290–296
Filenames, naming conventions, 150–151
Flattening, terrain, 320, 320f
Flooring, stone, 232–237, 233f, 235f, 237f
Floor panels, normal maps, 378, 379f
Floor panel with grate, in sci-fi setting, 161–165, 163f, 164f, 166f
Forest floor, 302–304, 303f, 304f
See also Outdoor setting
complete scene, 309f
forest floor, 302–304, 303f, 304f
tree branches, 305–306, 305f, 306f
Four-way tiling, 138–139, 140f
FPS. See Frames per second (fPS)
Frames per second (fPS), 63–64
Freeform terrain painting, 316, 317f, 318, 318f
Free Transform tool, 130–132, 131f
Full bright textures, 68, 90, 92
Fur rug, 245–247, 245f, 246f, 247f
Futuristic interior, assets for, 371–384
final scene, 384f
illumination, 373
light/ceiling panel, 380, 381f
wall panels, 371, 372f, 377, 377f, 378f
G
Game development, challenges, xiv–xv
animated effects, 341–342, 341f, 342f
particle effects, 342–353, 343f, 344f, 345f
multitexturing or multiple UV channels, 68–69, 71f
texture pages (T-pages), 67
texture size and compression, 73
unlit textures, 68
collision-based, 64
occlusion-based, 64
Garage door metal, 211–212, 212f
Glass, impact effects in, 357–358, 359f
Glass panes, 192
weathering and dirt, 193–195, 194f
Glow, 89, 90f, 93f, 348–351, 349f, 351f
Gradient fade, 327f
Graphic file formats, 38
source and output files, 40–41
vector and bitmapped files, 40
options, 42
Grass, impact effects in, 358, 359f
Grid, 39
Grid tool, 53
H
Hair brush, 246
Hajba, Peter, 137
with varied resolution, 316f
Highlights, 8, 9f, 10f, 11, 11f
High Pass filter, 137
Hot spots, 132
Hue, saturation, and brightness (HSB) color model, 15–16, 16f
I
Illumination, 90, 92, 373, 374f
Illumination mapped texture, 92
Image resolution, 116
Images, 125f
base, 133
resampling, 129
resizing, 132
Image size, 39
Image tilt, 116
concrete (plaster)/brick, 356–357, 356f, 357f
Internet, as source of images, 125, 126f
Interpolation, 132
L
L3DT (Large 3D Terrains), 322, 323f, 324f, 325, 326f
Layers, 48–51, 49f, 50f, 109–110
Lens distortion (fisheye), 117–118, 118f
Level of detail (LOD), 65
Light and shadow, 7–11, 9f, 10f, 11f
highlights, 8, 9f, 10f, 11, 11f
Light/ceiling panels, 380, 381f
candle glow/corona, 348–351, 349f, 351f
problems, in digital photography, 119–121
variations across image, 137, 138f
vertex vs. per-pixel, 364–366, 364f, 365f, 366f
Linde, Riccard, 72
LOD. See Level of detail (LOD)
Logs, in forest setting, 306, 307f
Lossless formats, 42
M
Magenta, 20
“Making Quality Game Textures” (Linde), 72
Map, old, in fantasy setting, 270–274, 271f, 272f, 273f, 274f, 275f
Mapping
parallax occlusion mapping, 96
specularity, 89f
Maps
cube, 92–94, 94f, 95f, 293–294, 293f, 294f, 295f
diffuse, 83–85, 83f, 84f, 290–291, 291f
height, 312f, 313f, 314f, 316f, 317f
illumination, 90, 92, 93f, 373, 374f
normal, 96–98, 97f, 98f, 363–384
specularity, 88–89, 88f, 103f, 373–374, 375f
Masking, 72, 72f, 73f, 89–90, 91f
Max (programming language), 80
Maya, 80
Metal
in fantasy setting, 243
in urban setting, 180, 210–211
Metal binding, for spellbook, 258–259, 259f
Metal fill texture, in sci-fi setting, 158, 158f
Modular design, 54, 55–58, 56f, 57f
Monitor, normal maps, 382, 382f
Multiple layers of depth, normal maps, 375, 375f
Muzzle blasts, 351–353, 352f, 353f
N
The New Drawing on the Right Side of the Brain (Edwards), 4
Node-based shader systems, 99–105, 105f
basic node operations, 100–101
common node setups, 101
Normal maps, 82, 96–98, 97f, 98f
banding, 375
light/ceiling panel, 380, 381f
multiple layers of depth, 375, 375f
using 3D program, 369–371, 370f
using parts of existing, 369
“vanilla,” 97
vertex vs. per-pixel lighting, 364–366, 364f, 365f, 366f
wall panel variations, 377, 377f, 378f
NVIDIA tools
MIP mapping, 67f
normal maps, 98
O
Occlusion-based optimizations, 64
Office door, in urban setting, 217, 219–226, 220f, 221f, 222f, 223f, 224f, 225f
Oil stains, in urban setting, 209
One-point perspective, 26, 27f
See also Game optimizations
clouds, 326–332, 327f, 328f, 329f, 335f, 336f
color studies, 302f
forest floor, 302–304, 303f, 304f
tree branches, 305–306, 305f, 306f
rust, in sci-fi setting, 173, 173f, 174f
in urban setting, 226
P
Painting, normal maps, 366, 367f
Parallax occlusion mapping, 96
Particle effects, 342–353, 343f, 344f, 345f
candle glow/corona, 348–351, 349f, 351f
explosions, 346
weather effects, 344, 346–347, 346f
Pattern Preset Library, 149
Perfect-square rule, 127
Perspective, 25–29, 25f, 26f, 27f
defined, 25
fixing, with Crop tool, 128–129, 129f
Photoshop
Blending Mode function, 326–327
Clone tool, build/rebuild stones using, 147–148, 147f
fixing perspective with, 128–129, 129f
resampling using, 129
Free Transform tool, 130–132, 131f
grid tool, 53
High Pass filter, 137
normal map creation in, 366–369
Shadow/Highlights command, 137
texture creation, 111–114, 112f, 113f
Pigments, 19
Pipeline, xv
Pipes
in sci-fi setting, 170–171, 171f
Pitcher and goblet set, in fantasy setting, 290–292, 290f, 291f, 292f, 293–294, 294f, 295f, 296f
Pixels, 40
Pixel shaders, 79
Plaster or light stucco, 241–243, 242f, 243f
bullet holes in, 356–357, 356f, 357f
Post-video effects, 82
Primary colors, 20
Privacy issues, with digital images, 114
Projected textures, 135, 136f, 137
PSD file format, 38, 40–41, 48–51
Purple, 23
R
RAID. See Redundant array of independent disks (RAID)
Rain streaks, on windows, 195–196, 196f
Red-green-blue (RGB) color model, 15–16
Redundant array of independent disks (RAID), 111
Reflection maps, 293–294, 293f, 294f, 295f
Resampling, 129
Resizing, 132
Rusted metal, in urban setting, 211, 211f
Rust overlay, in sci-fi setting, 173, 173f, 174f
Rust stains, in concrete, 206, 206f
S
Scanners, 124
Sci-fi setting
texture
detail texture (vent/panel/bracket/hose), 165–170, 167f, 168f, 169f
floor panel with grate, 161–165, 163f, 164f
alpha channel (opacity), 165
floor panel with grate, 166f
wall panel, 158–161, 160f, 161f
using rust overlay, 173, 173f, 174f
Secondary colors, 20
Self-illuminated textures, 68, 90, 92
Shaders, 12–13, 13f, 39, 77–107, 81f, 102f–105f
diffuse (color maps/textures), 83–85, 83f, 84f, 290–291, 291f
node-based shader systems, 99–105, 105f
pan/rotate/scale, 95–96, 95f, 96f
parallax occlusion mapping, 96
pixel, 79
in sci-fi setting, 173–174, 175f
specular highlights, 87–89, 88f, 103f
vertex, 79
Shadow/Highlights command, 137
Shadows, 7–11, 9f, 10f, 11f, 120, 121, 122f
big, 217
stencil, 216, 216f, 218f, 219f
Single-image technique, 309
Skin, 58
Skybox technique, 310–311, 311f
Sky dome technique, 309–310, 310f
Smoothing, terrain, 318, 318f, 319f
Software, terrain generation, 321–325
Source-based normal maps, 367–369, 368f
Specular highlights, 87–89, 88f
Specularity maps, 82, 88–89, 88f, 89f, 103f, 175f, 373–374, 375f
Spellbook, 257–270, 258f, 259f, 270f
spine decoration, 260–262, 261f, 262f
Stained glass windows, in fantasy setting, 274–281, 275f, 276f, 277f, 279f, 280f, 281f
See also Game effects
Stencil sign, 216, 216f, 218f, 219f
Stone flooring, 232–237, 233f, 235f, 237f
Stones, tiling, using Edge Copy, 142–149
Stone wall, 238f, 239–240, 239f, 240f
T
Table trim, in fantasy setting, 244, 244f
Tactile texture, 12
editing basics, 316
flatten/set to height, 320, 320f
freeform terrain painting, 316, 317f, 318, 318f
manual creation of, 312–313, 312f, 313f, 314f, 315f
push/pull lower/raise, 318
smoothing/erosion, 318, 318f, 319f
Texture collections, 124–125, 125f
Texture level of detail (LOD), 65
Texture packing, 67
Texture pages (T-pages), 67
blending, 85
bricks, in urban setting, 183–184, 183f, 184f
compression, 73
context, 134
creating
Free Transform tool, 130–132, 131f
in Photoshop, 111–114, 112f, 113f
using 3D applications, 125–126
defined, 12
illumination mapped, 92
size, 73
vs. skin, 58
tactile, 12
visual, 12
3D applications
creating normal maps using, 369–371, 370f
Three-point perspective, 28, 29f
Three-way tiling, 138–139, 140f
bricks, in urban setting, 181–183, 182f
context, 134
Edge Copy method, 141
fixing light variations across
random, 136f
stones, using Edge Copy, 142–149
build/rebuild stones using Clone, 147–148, 147f
testing tiling texture, 148–149, 149f
techniques, 141
Torpy, Aaron, 322
Transparency, 72–73, 72f, 73f, 89
Tree branches, 305–306, 305f, 306f
Turbulence, terrain, 319, 319f
Tutorials
Two-point perspective, 28, 28f
U
Unlit textures, 68, 70f, 90, 92, 93f
bricks, 179
bottom of the wall, 189–190, 190f
brick and mortar depth, 185–186, 186f
top of the wall, 187–188, 188f
concept sketch, 178
variations, 209–210, 209f, 210f
details, breaking out, 214f
big sign, 217
door creation, 217, 219–226, 220f, 221f, 222f, 223f, 224f, 225f
stencil sign, 216, 216f, 218f, 219f
details using alpha channel, 209–210, 210f
using overlays, 226
alpha channel, 196–198, 197f, 198f
weathering and dirt, 193–195, 194f
wooden planks, 200–201, 200f, 201f
User interfaces (UIs), 40
UV mapping, 39, 58–61, 248–249
defined, 58
V
“Vanilla” normal maps, 97
Vector files, 40
Vertex lighting, 364–366, 364f, 365f
Vertex shaders, 79
perspective, 25–29, 25f, 26f, 27f
Visual effects. See Game effects
Visual texture, 12
Vocabulary, 12
Vue, 321
W
Wall panels
in sci-fi setting, 158–161, 160f, 161f
Warm colors, 23
bullet holes and debris, 354–361
muzzle blasts, 351–353, 352f, 353f
Weather effects, 344, 346–347, 346f
Weathering and dirt, of window panes, 193–195, 194f
Windows,
stained glass, in fantasy setting, 274–280, 275f, 276f, 277f, 279f, 280f, 281f
in urban setting, 179, 190, 190f
alpha channel, 196–198, 197f, 198f
weathering and dirt, 193–195, 194f
Wood
wooden planks, 200–201, 200f, 201f
Wooden planks, 200–201, 200f, 201f
Y
3.137.176.166