The online computer book shop for UK & Europe                                   

   Books Home | About Us | Index | Next Record | Browse

 
  

Tel: 0121 706 6000 

Static Book Details Page - Computer Manuals Website

 The Dark Side of Game Texturing
  

  The Dark Side of Game Texturing by David Franson

  • Published by: COURSE TECHNOLOGY INC.
  • Author: David Franson
  • Page Count: 196
  • Group: GAMES PROGRAMMING
  • ISBN: 1592003508/9781592003501
  • Published: Apr 2004

Our Price: 26.24
Discount: 25%
RRP: 34.99 

For Latest Pricing and Availability Click Here
 

The online computer book shop for UK & Europe

Book store with some thing for everyone

Book Information and Description:

The Dark Side of Game Texturing
A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. "The Dark Side Of Game Texturing" features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games.

Introduction
i. Introduction to the dark side of digital artwork for computer games
ii. What you need to know
iii. What you need to have
iv. How this book is organized
v. What's on the CD-ROM

Chapter One: Texturing Basics

1.1 Types of Textures
1.2 Base Texture Images
1.3 Making Textures
1.4 Setting Up Textures for a Game
1.5 Viewing Your Textures
1.6 Final Advice on Texture Creation

Chapter Two: Nasty Decals
2.1 File Setup for Decals
2.2 Blast Marks
2.3 Bullet Holes
2.4 Blood Splats
2.5 Pipes
2.6 Rivets and Screws
2.7 Peeling Paint on Metal
2.8 Signs

Chapter Three: Sprites
3.1 Sprite Basics
3.2 Sprite Decals
3.3 Sprite Animations
3.4 Summary

Chapter Four: Military Textures
4.1 Metal Panels
4.2 Explosives Crate
4.3 RPG-7 Grenade Launcher

Chapter Five: Slums
5.1 Brick Walls
5.2 Rusty Metal

Chapter Six: Medieval/Fantasy Textures
6.1 Stone Walls / Floors
6.2 Castle Door
6.3 Draconis
6.4 Fiery Text Using the Black Body Palette
6.5 Wizard's Orb

Chapter Seven: Planetary Textures
7.1 Scorched earth
7.2 Hot lava
7.3 Hot lava 2 / Boiling Acid
7.4 Cooled lava
7.5 Mars rock
7.6 Mars/Lunar surface using NASA PDS Image Maps
7.7 Polaris

Chapter Eight: Sci-Fi Textures
8.1 Spaceship Deck
8.2 More Caution Line-Based Textures
8.3 Warp Core Control Center
8.4 Sci-Fi Wall Texture

APPENDICIES

A. A 2D Graphics Primer
B. Photoshop Keyboard Shortcuts
C. Related Web Sites and Links