3D game environments: create professional 3D game worlds
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton
CRC Press
[2017]
|
Ausgabe: | Second edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | Includes index |
Beschreibung: | xxx, 331 Seiten Illustrationen (farbig) |
ISBN: | 9781138920026 9781138920033 |
Internformat
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Datensatz im Suchindex
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adam_text | Contents
Preface xv
Acknowledgments xvii
Author xix
Introduction xxi
SECTION I
The basics
1 Game world optimizations 3
Introduction 3
Asset-based optimizations 7
MIP mapping 7
Texture pages (or T-pages, atlas textures, or texture packing) 10
Unlit textures 11
Multitexturing or multiple UV channels 12
Lightmaps 13
Masking and transparency 15
Texture size and compression 18
Particle systems 18
Forced perspective 22
vii
CONTENTS
viii
Polygon optimization 22
LoD 23
Collision-based optimizations 24
Collision objects 24
Collision types 27
Occlusion-based optimizations 28
Occlusion and culling 28
Distance fog 31
Cull distance 34
Cells and portals 35
Planning 35
Conclusion 36
2 Three-dimensional concepts 37
Introduction 37
Texture mapping 38
Mapping types 39
Planar 40
Box 40
Spherical 40
Cylindrical 40
UV editing 40
Multitexturing 40
3D 42
3D space 44
Viewports 44
Player perspective 47
Shortcuts and hotkeys 47
Units of measurement 47
Grids and snaps 47
Hide/unhide 48
Freeze 49
Drawing modes 49
Grouping 49
Selecting 49
CONTENTS IX
3D creation 50
Mesh editing 51
Axis 51
Object space or local 54
World space 54
View space 54
Pivot points 54
2D shapes 54
Creating 3D objects from 2D shapes 56
Extrude 56
Lathe 56
Loft 57
Transforms 57
Deforms 58
3 Shaders and materials 61
Introduction 61
Shader basics 63
Common shader effects . 66
Diffuse (color maps or textures) 67
Blend 70
Average 70
Additive 70
Subtractive 70
Detail mapping 70
Depth of field 70
Heat haze 72
Specular highlights and glossiness 72
Bloom (glow or halo) 74
Masking and opacity 74
Illumination (unlit, emissive, or full bright) 75
Reflection 78
Pan/rotate/scale 81
Bump, normal, and parallax occlusion mapping 82
Conclusion 87
X
CONTENTS
SECTION II
Low-polygon environments with simple shaders
4 Planning the low-polygon urban environment 91
Introduction 91
Technological assumptions 92
Point of view 93
Theme 93
Genre 93
World size 94
Game fiction 95
5 Modeling the large urban environment 97
Introduction 97
Blocking out the level 100
Setting up the grid 101
Basic parts 102
World measurements and scale 104
Modeling the streets 108
UV-mapping the meshes 111
Street UV-mapping 112
Repeating buildings 112
Landmarks 115
Main building 118
Lobby building 118
Solid building 120
Details 121
Decals 123
Traffic signs 124
Newspaper machines 124
Newspaper machine 1 126
Newspaper machine 2 126
Bus stop 127
Phone booth 129
Dumpster, trash can, and mailbox 129
Streetlights and traffic lights 133
Parking meter and fire hydrant 139
Conclusion 139
CONTENTS
XI
6 Texturing the large urban environment 141
Introduction 141
Texture creation 142
Tiling base materials 142
Asphalt/base streets 142
Base cement/sidewalk 143
Intersection 148
Building windows illumination mapped 148
Solid-pane illumination map 152
Nontiling details 153
Signs 154
Newspaper machines 154
Bus stop/phone booth 157
Garbage can/dumpster/mailbox 157
Light 157
Traffic light 157
Parking meter/fire hydrant 161
Nontiling illumination-mapped details 161
Nontiling full-brightness details 161
Nontiling details requiring alpha channeling 163
Sewer grates, manholes, and access 164
Oil stains/tire marks 164
Cracks, dirt, holes, and tar patches 164
Creating the alpha channel 168
Conclusion 169
SECTION III
Terrain, foliage, and more advanced asset creation
7 Introduction to natural environments 173
Introduction 173
Technological assumptions 174
Perspective 175
Theme 176
World size 176
Game fiction 177
XII
CONTENTS
8 Terrain 179
Introduction 179
Manual terrain creation 179
Terrain-editing basics 183
Free-form terrain painting 187
Push/pull lower/raise 187
Smoothing/erosion 187
Noise/turbulence 187
Flatten/set to height 188
Other features 189
Terrain texturing 189
Trees and foliage: Decoration/prop layers 190
Terrain generation software 193
L3DT 195
9 Filling the world: Trees, plants, rocks, water, and sky 203
Introduction 203
Asset list 205
Terrain textures 205
Trees 206
TreeMagik G3 209
A look at SpeedTree 210
Plants 210
Plant Life 214
Rocks 219
Skyboxes 222
Clouds 224
Single clouds 234
Water 237
Caustics generator 237
Waterfall 240
CONTENTS
10 Modeling and texturing the jungle base 245
Introduction 245
Mechanical models 246
Electrically charged, double-access gate 246
Guard tower 250
Industrial light towers 252
Heavy-duty jungle gate and concrete wall 253
Old building 256
Organic models 263
Rocks 263
Plants 263
Trees 265
Foliage backdrop, ground, skybox 265
Mechanical textures 266
General rusty metal 266
General tiling of galvanized metal 267
Tiling moldy concrete 267
Tiling wood planks 268
Specific detail textures 269
Massive doors 269
Doors 271
Assorted signs 271
Crossbeams for light towers 272
Windows 272
Window frame 272
Glass 276
Variations 277
Weathering and dirt 278
Rain streaks 279
Window alpha 281
Organic textures 284
Rocks 284
Plants 284
Trees 286
Foliage backdrop 286
Skybox textures 286
Things to try 288
Conclusion 291
XIV
CONTENTS
11 Focus on the futuristic interior—normal maps
and multipass shaders 293
Introduction 293
Vertex versus per-pixel lighting 294
What is a normal map? 297
Creating normal maps in photoshop 297
Painting normal maps 297
Source-based normal maps 297
Use parts of existing normal maps 301
Creating normal maps using a 3D program 302
Assets for the futuristic interior 304
Wall panels 304
Color 304
Illumination 306
Spec 306
Normal map 308
Wall panel variations 310
Floor panels 311
Column 311
Light/ceiling panel 313
Door 314
Monitor 314
Pipes and hoses 314
Index
321
SECOND EDITION
CREATE
PROFESSIONAL
30 GAME WORLDS
From a steamy jungle to a modern city, or even a sci-fi space station,
is the ultimate resource to help you create AAA quality art for a va-
riety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to
create realistic textures from photo sources and a variety of techniques to portray
dynamic and believable game worlds. With detailed tutorials on creating 3D mod-
els, 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.
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.
Luke Ahearn is an artist born in New Orleans, Louisiana, who now lives in Cen-
tral California. He is a successfully published author of both fiction and nonfic-
tion, most recently completing Transition, the third book in the Euphoria Z Series.
Many of his books are in their second, third, and fourth editions. He has more
than 20 years of professional game development experience in lead positions; de-
signer, producer, and art director on more than 15 published game titles including
Dead Reckoning and America’s Army. He has also worked as a background artist
at EA. He has written many books on game development including Focal Press’
3D Game Textures, 3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and
various game editors. Luke can be reached at www.lukeahearn.com.
|
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author | Ahearn, Luke |
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dewey-full | 794.8/1526 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1526 |
dewey-search | 794.8/1526 |
dewey-sort | 3794.8 41526 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
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language | English |
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spelling | Ahearn, Luke aut 3D game environments create professional 3D game worlds Luke Ahearn Second edition Boca Raton CRC Press [2017] xxx, 331 Seiten Illustrationen (farbig) txt rdacontent n rdamedia nc rdacarrier Includes index Computer games Programming Computer graphics Three-dimensional display systems Virtual reality Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Dimension 3 (DE-588)4321722-9 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Dimension 3 (DE-588)4321722-9 s Programmierung (DE-588)4076370-5 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029736057&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029736057&sequence=000002&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Ahearn, Luke 3D game environments create professional 3D game worlds Computer games Programming Computer graphics Three-dimensional display systems Virtual reality Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dimension 3 (DE-588)4321722-9 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4321722-9 |
title | 3D game environments create professional 3D game worlds |
title_auth | 3D game environments create professional 3D game worlds |
title_exact_search | 3D game environments create professional 3D game worlds |
title_full | 3D game environments create professional 3D game worlds Luke Ahearn |
title_fullStr | 3D game environments create professional 3D game worlds Luke Ahearn |
title_full_unstemmed | 3D game environments create professional 3D game worlds Luke Ahearn |
title_short | 3D game environments |
title_sort | 3d game environments create professional 3d game worlds |
title_sub | create professional 3D game worlds |
topic | Computer games Programming Computer graphics Three-dimensional display systems Virtual reality Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Dimension 3 (DE-588)4321722-9 gnd |
topic_facet | Computer games Programming Computer graphics Three-dimensional display systems Virtual reality Computerspiel Programmierung Dimension 3 |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029736057&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029736057&sequence=000002&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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