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Book cover of The Dark Side of Game Texturing
3D Computer Graphics, Graphics Programming, Game Programming

The Dark Side of Game Texturing

by David Franson
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Overview

A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. "The Dark Side Of Game Texturing" features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games.

Synopsis

Franson analyzes the textures in creepy 3D first person shooter games and graphics in his favorite movies, and demonstrates how to re-create them with Photoshop and a digital camera. The tutorials walk through techniques for texturing metal panels, brick walls, stone floors, dragon skin, planet surfaces, and a spaceship deck. The CD-ROM contains a demonstration version of Photoshop CS, a Photoshop tutorial, and image files. Annotation © 2004 Book News, Inc., Portland, OR

About the Author, David Franson

David Franson has been a professional in the field of networking, programming, and 2D and 3D computer graphics since 1990. In 2000, he resigned his position as Information Technology Director of one of the largest entertainment law firms in New York City to pursue a full-time career in game development. He is the author of 2D Artwork and 3D Modeling for Game Artists, The Dark Side of Game Texturing, as well as the full-page article How Video Games are Made which appeared in 45 newspapers worldwide. He is also the technical editor for over a dozen popular video game programming books and has also produced digital artwork for 3D video games, film, and television.

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Book Details

Published
March 1, 2004
Publisher
Cengage Learning
Pages
216
Format
Paperback
ISBN
9781592003501

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