shaders for game programming and artists

mathematics for 3d game programming and computer graphics, third edition [electronic resource]

mathematics for 3d game programming and computer graphics, third edition [electronic resource]

... skip over the proofs. Chapter 4: Transforms. In Chapter 4, we investigate matrices as a tool for per- forming transformations such as translations, rotations, and scales. We introduce the concept ... applied to practical applications in 3D game programming and computer graphics. After analyzing lines and planes in 3D space, we introduce the view frustum and its relationship...

Ngày tải lên: 29/05/2014, 17:21

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Making Things Move DIY Mechanisms for Inventors, Hobbyists, and Artists

Making Things Move DIY Mechanisms for Inventors, Hobbyists, and Artists

... who worked for little more than free lunch and the promise of certain fame and fortune. To Sean Comeaux for all the illustrations and for making me find new ways to explain things. To Sam Galison and ... Kickstarter.com and all our backers for helping Ben Leduc-Mills and me fund the SADbot project. And thanks to Ben for having the idea and roping me in—you’ll make a...

Ngày tải lên: 16/03/2014, 22:05

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P1 pptx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P1 pptx

... 3D Modeling for Game Artists will you find such a complete treatise on 2D artwork and 3D modeling for games or interactive media. Sincerely, André LaMothe Series Editor, Premier Game Development ... to Roman Ormandy for develop- ing such a lovely product, to Bibiana Gasparik, and to Norm Fortier, for tech-sup- porting me to the end. On the other side of the globe in New Zea...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P2 docx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P2 docx

... bones system to deform the mesh, and finally outputting to a game engine of choice. Lars provided some great sketches that you can use as you create the models and textures for this game. Of course, ... sharing the rendering process). Models for games are different from models for production, such as cover art, tele- vision, and movies. That’s because games have dynamic render...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P3 doc

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P3 doc

... the cuff and sweep it several times, adjusting the width to conform to a hand shape as I have done in Figure 4.35. 8. Select a pad of faces on the inside of the hand and move, rotate, and/ or scale ... in 3D space and select coordinates for unwrapping. Notice that the Mapping tab under the Command Panel has expanded to offer you a suite of options for unwrapping your object. Click...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P4 doc

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P4 doc

... area, and once again click Relax. This will relax all the points naturally, and you should end up with a nicely unfolded hoop as shown in Figure 5.39. 20. That’s it for the hoop; scale it down and ... to the grip and back hoop. Normally, for a shape like this, you could use Interactive: Cylinder mapping to quickly unwrap the thing, but I’d rather iso- late and unfold the back a...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P5 pdf

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P5 pdf

... a con- trol panel–two textures are created; one for the light being on, and one for off. The game engine will handle alternating the two during game play (see Chapter 9, “Advanced Texturing Examples,” ... artwork for the stone walls, floors, and ceilings; and wood textures for the doors, stretching racks, torches, and the like. Here’s a quick guideline/overview of what you...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

... use for almost any type of rock on any planet—just try changing the foreground and background colors for different results. 1. Start a new 512 × 512-pixel RGB image. 2. Select any foreground and ... the best for making walls and whatnot, but work well when wrapped around boulders and such. For more on U-V mapping and skinning objects, see Part II, “Unwrapping the U-Vs With D...

Ngày tải lên: 14/12/2013, 20:15

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P7 ppt

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P7 ppt

... channel’s selection and apply the Gaussian Blur fil- ter again. Copy and paste this selection into the Layers palette. Figure 8.185 Desaturate the layer, and adjust the levels and curves. Add a drop shadow and ... drop shadows, and styles in general:Assume, when making textures, that the global light for your game is a light source positioned high overhead and not off at an...

Ngày tải lên: 24/12/2013, 06:16

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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P8 doc

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P8 doc

... correlate almost directly to the game engine’s translation of transparency. 333 . . . And the Rest Figure 8.208 Make a rectangular selection and fill it with white. Skew it for that “glass” look. Please ... a game. If you’ve ever blown some- thing away that was near a wall, for instance, and seen blood or slime splatter all over the place, those images were decals overlaid dynami...

Ngày tải lên: 24/12/2013, 06:16

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