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The new edition of 3D Game Textures: Create Professional Game Art
Using Photoshop features the most up-to-date techniques that allow
you to create your own unique textures, shaders, and materials.
Revised to take new technology into account, it is an ideal
hands-on resource for creating online worlds, simulations,
web-based applications, and architectural visualization projects.
Continuing the practical, no-nonsense approach of its predecessors,
the fourth edition shows you how to advance your digital art skills
with textures and shaders by exploring their interactions in single
objects or entire scenes. It contains expanded coverage of shader
nodes, and the companion website-www.lukeahearn.com/textures-has
been updated to include video tutorials as well as updated sample
textures, shaders, materials, actions, brushes, and all of the art
from the book.
From a steamy jungle to a modern city, or even a sci-fi space
station, 3D Game Environments is the ultimate resource to help you
create AAA quality art for a variety of game worlds. Primarily
using Photoshop and 3ds Max, students will learn to create
realistic textures from photo source and a variety of techniques to
portray dynamic and believable game worlds. With 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, Luke Ahearn gives you everything students need to make
their own realistic game environments. Key Features The entire game
world development process; from planning to 3D modeling, UV layout,
and creating textures. Exercises and projects to practice with;
each section includes projects to guide you through creating
different world genres. The updated companion
website-www.lukeahearn.com/textures/ now includes video tutorials
in addition to updated sample textures, shaders, materials,
actions, brushes, program demos, plug-ins and all art from the
book-all the tools you need in one place.
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Supernova (Paperback)
Luke Ahearn; Edited by Nic Edwards; Christine Wright
bundle available
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R345
Discovery Miles 3 450
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Ships in 10 - 15 working days
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WARNING Euphoria-Z is NOT for the timid "Crazy Can't wait for the
next one " "while there is plenty of putrid zombiness here there is
soooooooo much more " "It's nice to find a new idea on how people
came to be zombies." Civilization shuts down as the world's
population fills the streets in a deadly orgy. They feel only
pleasure and never pain, even as they are injured, maimed, and
mutilated. The few who remain unaffected struggle to survive,
unaware that things are about to get unbelievably worse. Cooper is
among the few survivors of a conspiracy to depopulate the world.
One week ago, college was his biggest concern. Now he is on a
perilous journey to find his sister. But zombies aren't the only
threat he faces. In this nightmarish reality, the living can be far
more dangerous.
In the tradition of Fritz Leiber and Robert Howard this is a gritty
tale of traditional sword and sorcery. Please note that this book
is the prequel to the below described series. A dark twisted youth
and his voluptuous lover tackle the one thing they sought to avoid,
responsibility. In the dangerous streets of Kingspoint they play at
thievery, love making, and adventure seeking. All is well until a
demon possessed sword is dropped upon them, a goddess summons them
to her aid, an evil sorcerer searches them out, and it only gets
worse. The Sword of the Lich King, was written in 1991 and
completed in 1992. The book takes place in the fictional setting of
Kingspoint, and this setting was used as the basis for a set of
computer role playing tools that came out in the early nineteen
nineties. The novel has remained unpublished until now.
In an impoverished desert shantytown there is a loneliness, an
ugliness, and a hopelessness as brutal as the landscape surrounding
it. But even here the depth of the human spirit still holds the
capacity for great hope and deep love.
From a steamy jungle to a modern city, or even a sci-fi space
station, 3D Game Environments is the ultimate resource to help you
create AAA quality art for a variety of game worlds. Primarily
using Photoshop and 3ds Max, students will learn to create
realistic textures from photo source and a variety of techniques to
portray dynamic and believable game worlds. With 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, Luke Ahearn gives you everything students need to make
their own realistic game environments. Key Features The entire game
world development process; from planning to 3D modeling, UV layout,
and creating textures. Exercises and projects to practice with;
each section includes projects to guide you through creating
different world genres. The updated companion
website-www.lukeahearn.com/textures/ now includes video tutorials
in addition to updated sample textures, shaders, materials,
actions, brushes, program demos, plug-ins and all art from the
book-all the tools you need in one place.
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