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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