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Showing 1 - 14 of 14 matches in All Departments
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.
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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