- STAFF PICKS
- GIFTS + GIFT CARDS
- SELL BOOKS
- FIND A STORE
New Trade Paper
Currently out of stock.
available for shipping or prepaid pickup only
Creating Game Art for 3D Enginesby Thomson
Synopses & Reviews
Learn how to create commercial-quality game art and make it come alive in a 3D engine! "Creating Game Art for 3D Engines" is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk 3ds Max to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality! On the CD: -Sample characters and weapons -Sample pickups and script files -Screen captured movie tutorials -Trial version of the Torque Game Engine
Creating Game Art for 3D Engines is a much needed resource that teaches new game artists and students all of the techniques they need to create commercial quality art assets that will export and work efficiently in a 3D game engine. The books currently available cover art creation, but do not teach how to create art with the engine in mind or how to export art once it is created. Throughout this book, artists learn step-by-step, how to create their own characters and other assets and then make them come to life in the most popular and powerful game engine for independent game developers, the Torque game engine (TGE). The book begins with a primer on Autodesk « 3ds Max« and then uses it, along with the Torque engine to teach the principles of game art creation and exporting. The principles are universal, however, and are applicable to most 3D software and 3D engines. This is the one resource every game artists should have and every course should be using!
About the Author
Brad Strong is a former Autodesk application engineer with over 18 years of experience using and teaching digital design software. He has taught courses in modeling, texturing, animation, and online game development, most recently for the Art Institute of Colorado. He is the president of 3dCognition, a game-based learning development studio, based in Sweden.
Table of Contents
Introduction to 3ds Max Ch. 1 Low-Poly Modeling Ch. 2 Texturing Overview Ch. 3 Unwrapping the Model Ch. 4 Torque Assets Overview Ch. 5 Exporting Basic Shapes Ch. 6 Animating Static Shapes Ch. 7 Collisions Ch. 8 Pickups Ch. 9 Weapons Ch. 10 Characters
What Our Readers Are Saying
Other books you might like