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Binding: Paperback Dewey Decimal Number: 794.8166 EAN: 9780735714090 ISBN: 0735714096 Label: New Riders Games Manufacturer: New Riders Games Number Of Items: 1 Number Of Pages: 320 Publication Date: 2004-04-02 Publisher: New Riders Games Studio: New Riders Games
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Spotlight customer reviews:
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Customer Rating:      Summary: W-O-W! Comment: This guy knows what he's talking about! I've been in game art for a long time now, but on every page I learn something new. I'm not the reading type of guy, but I'm slurping this up. Great, great stuff! I highly recommend it!
Customer Rating:      Summary: Pretty good general information book Comment: If you are completely new to creating game art then this book is for you. However if you have read a few of these then you prolly wont get much out of it. It is definaly more of a Game are theory book. There is some good information in here on optimising things for their best performance. The book cover all areas not just characters and props but, level design as well.
Still, Very well written. I even though I have read may of these I still found many parts of it very interesting.
Customer Rating:      Summary: Creating the Art of the Game Comment: This book has really helped to guide my texturing skills in a more technical and marketable direction. Having some experience with UV layout, this book picks up with great Photoshop tips to transform boring textures into great ones. A great book for beginners and anyone wishing to look at an industry standard pipeline.
Customer Rating:      Summary: Fills In The Gaps Comment: I've been reading a lot of books lately that talk about how to create various 3-d art. And also lots of books that talk about programming that assumes that you already have the "art assets", but there is obviously a big gap between those two things! This book fills that gap very well.
This book talks about making art assets for games, period. So when he talks about making various pieces of art, he always puts it in the context of how it will be used in an actual game. Most of his points are illustrated with color photos of very popular games that the author has worked on (e.g. Metal of Honor).
The book offers mostly theory, but the author isn't afraid to get his hands dirty either. Every once in a while to illustrate a point he offers very detailed, step by step instructions on how to do something (mainly using Maya, 3ds Max, or Photoshop). In this regard, users who use those tools will probably get a little bit more out of the book then those who use alternate tools, but most of the book is theory and general discussion.
A lot of books I've been reading lately have been very "heavy" in terms of trying to cram so many facts into each page that I find myself counting down each page to the end of the chapter. Not this book. I find the pages turn a lot more easily and quickly in this book, and it is actually an enjoyable as well as informative read.
Customer Rating:      Summary: Very Helpful Comment: This book was very helpful when it comes to alpha mapping, bump mapping, and light mapping. I found it very informative and very well written. It's a must have for your collection.
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Editorial Reviews:
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The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. . You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions-you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In add! ition to learning the ropes of game art, you’ll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you’ll find a wealth of information that you can continue to come back to time and time again.
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