By Luke Ahearn

ISBN-10: 0240808959

ISBN-13: 9780240808956

The last word source that can assist you create triple-A caliber artwork for a number of video game worlds; 3D online game Environments bargains distinctive tutorials on growing 3D types, employing second paintings to 3D types, and transparent concise recommendation on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains tips to create reasonable textures from picture resource and makes use of various suggestions to painting dynamic and plausible online game worlds.

Show description

Read Online or Download 3D Game Environments PDF

Similar 3d graphics books

New PDF release: Maya 4.5 Fundamentals

Maya four. five basics takes the consumer from a evaluate of 3D basics to a operating wisdom of constructing content material in Maya four. five. subject matters coated contain the interface and first instruments, modeling with NURBS and polygons, making use of fabrics and textures, lighting fixtures, utilizing modifiers and deformers, animating scenes, utilizing cameras, rendering stills and animations, and utilizing particle platforms, dynamics, and paint results.

Download e-book for iPad: 3ds Max 8 Bible by Kelly L. Murdock

Spark your creativity with the world's most well-liked animation software program and the designated guide during this power-packed ebook from an professional. in case you are new to 3ds Max, bounce correct in with a short commence software that may have you ever modeling and rendering a whole picture your first day. skilled clients, observe intriguing new Max eight positive factors comparable to a brand new module for hair and fur, a brand new fabric procedure, and masses extra.

MEL Scripting for Maya Animators, Second Edition by Mark R. Wilkins PDF

Attempting to research Maya programming from the documentation may be daunting even if you're a programmer. the 1st version of MEL Scripting for Maya Animators earned the popularity because the top introductory e-book on MEL, Maya's scripting language. Now totally revised and up-to-date, the second one version additionally contains new beneficial properties, resembling a dialogue of worldwide tactics, new chapters on solving programming bottlenecks, complicated person interface strategies, and optimizing personality rigs.

Ilya Grinblat's OGRE 3D 1.7 Application Development Cookbook PDF

Over 50 recipes to supply world-class 3D pix options with OGRE 3D Dive into the complicated positive aspects of OGRE 3D akin to scene querying and visibility research supply beautiful results for your software via compatible use of lighting, lighting tricks, and perspectives Surf throughout the complete spectrum of OGRE 3D animation tools and insert flashy multimedia plentiful quantity of pattern code followed through suitable screenshots for less complicated and faster studying intimately OGRE (Object-oriented photographs Rendering Engine) 3D is a scene-oriented, versatile 3D engine written in C++ designed to make it more straightforward and extra intuitive for builders to provide purposes using hardware-accelerated 3D portraits.

Extra resources for 3D Game Environments

Example text

Box Box mapping projects the texture onto the model from six sides. This works great on boxes! Used on a more organic mesh, there will be seams and smearing on portions of the model (Figure 2-4). Spherical Spherical mapping surrounds the object and projects the map from all sides in a spherical pattern. The drawback to this mapping type is that you can see an edge where the textures meet unless you have created a texture that tiles correctly. Also, the texture gets gathered up, or pinched, at the top and bottom of the sphere and needs to be dealt with in the texture.

What unit is used to communicate the size of an object: feet, units, meters? And how do these units translate in the game?

They can also do a great deal to ensure stability and efficiency when building assets, by seeing to it that they have none of the following: • Floating or single vertices • T junctions • Stacked or multiple faces • Bad angles or sizes of polygons And depending on the game technology, they can (and should) also ensure that: • Sealed geometry or all unseen faces have been removed • There are no polygons of a certain dimension or proportion • There is a limited number of smoothing groups or none at all Since polygon optimization consists mainly of removing polygons you cannot see and building your geometry in a way that uses as few polygons as possible, we will tackle this on a case-by-case basis.

Download PDF sample

3D Game Environments by Luke Ahearn

by Charles

Rated 4.06 of 5 – based on 37 votes