
3D Game Environments
Create Professional 3D Game Worlds
Luke Ahearn(Author)
Focal Press
1st Edition
Published on 13. May 2008
Book
Paperback/Softback
400 pages
978-0-240-80895-6 (ISBN)
Article exhausted; check for reprint
Description
The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.
More details
Language
English
Place of publication
Oxford
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
Professional and scholarly
Dimensions
Height: 234 mm
Width: 190 mm
Weight
862 gr
ISBN-13
978-0-240-80895-6 (9780240808956)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
New editions

Book
04/2017
2nd Edition
CRC Press
€68.00
Shipment within 10-20 days
Additional editions

Book
02/2018
1st Edition
Routledge
€267.41
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Person
Luke Ahearn has over fifteen years of professional game development experience as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development.
Content
THE BASICS; Optimizations; 3D Concepts; Shaders; LOW POLYGON ENVIRONMENTS WITH SIMPLE SHADERS; Introduction to the low polygon large urban area; Modeling the Large Urban Environment; Texturing the Large Urban Environment; TERRAIN, FOLIAGE, AND MORE ADVANCED ASSET CREATION; Introduction to the Outdoor Environment and More Advanced Asset Creation; Terrain in Virtual Environments; Outdoor Asset Creation; The Jungle Base, an exercise using outdoor and advanced assets; Normal Mapping and advanced shader usage