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AM FL Y TE Please purchase PDF Split-Merge on www.verypdf.com to remo 2D Artwork and 3D Modeling for Game Artists David Franson Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark © 2003 by Premier Press, a division of Course Technology All rights reserved No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review The Premier Press logo and related trade dress are trademarks of Premier Press, and may not be used without written permission Publisher: Stacy L Hiquet Marketing Manager: Heather Hurley Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Technical Reviewer: Lorenzo Phillips Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Designer: Mike Tanamachi Indexer: Sharon Shock Proofreader: Sandy Doell Acrobat, Reader, and Photoshop are trademarks of Adobe Systems Incorporated Discreet is a division of Autodesk, Inc., 3d studio max, 3D Studio VIZ, character studio, fire, flame, flint, frost, inferno, Lightscape, smoke, stream, and wire are registered trademarks, and Discreet, 3ds max, backdraft, combustion, jobnet, and sparks are trademarks of Autodesk Inc./Discreet Logic Inc in the USA and/or other countries mental ray is a registered trademark of mental images GmbH & Co KG Vecta3D-MAX is a trademark of IdeaWorks3D, Ltd All other brand names, product names, or trademarks belong to their respective holders (c) Copyright 2002 Autodesk, Inc All rights reserved All other trademarks are the property of their respective owners Important: Premier Press cannot provide software support Please contact the appropriate software manufacturer’s technical support line or Web site for assistance Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer Information contained in this book has been obtained by Premier Press from sources believed to be reliable However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information Readers should be particularly aware of the fact that the Internet is an ever-changing entity Some facts may have changed since this book went to press ISBN: 1-931841-33-0 Library of Congress Catalog Card Number: 2001097576 Printed in the United States of America 03 04 05 06 07 BH 10 Premier Press, a division of Course Technology 2645 Erie Avenue, Suite 41 Cincinnati, Ohio 452081 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark This book is dedicated to my mother, Shirlee, and my father, William They’ve been the most profound and supportive people in my life I love you both! Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Acknowledgments T here were so many people involved with this book, I don’t know where to start But here goes: The first and foremost thanks goes to André LaMothe His influential presence got me into the game industry I actually flew out to California to attend the Game Developer’s Conference looking to have him sign my copy of his Tricks of the Game Programming Gurus, but in seeking him out I instead found the editors at Premier Press, who enticed me to become an author André is the Series Editor for Premier, a leader in the game industry, and a true genius Thanks, André Thanks to Emi Smith, my acquisitions editor, who is one of the driving forces at Premier and is a friend at the same time To Kate Welsh, my copy editor and the English master who made my text beautiful Next goes to Estelle Manticas, my Project Editor: thank you for your patience, for being a friend, and for being the sister I’ve never had Without you I’d be lazy and deadlines wouldn’t have been met! To Marian Hartsough, the layout designer—how exactly did you it, putting up with me while laying out over a thousand of my images? To Lorenzo Phillips, my technical editor, a knowledgeable and kind person, thank you so much To Lars Ricaldi, for doing the sketches in my book—you truly have an artistic talent Now let’s meet at the next GDC for cryin’ out loud! Oh yeah—does this also mean I have to send you a signed copy of my book?? Thanks to the Caligari Corporation; these people influenced me to get deep into the 3D modeling industry Particular thanks got to Roman Ormandy for developing such a lovely product, to Bibiana Gasparik, and to Norm Fortier, for tech-supporting me to the end On the other side of the globe in New Zealand, thank you Right Hemisphere, and Mary Alice Krayecki (hey, cup of coffee at the GDC ‘03, remember?) Your software is totally unreal; job so well done! Next, thanks go out to Adobe—to Gwyn Weisberg, and to all of the people there for your unbelievable software I think the whole world agrees! Finally to Discreet, specifically Liz Tan and Peter Nguyen: thank you so much for your help in allowing me to incorporate 3D Studio Max into my book I can’t believe how prompt and courteous you were! Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark About the Author 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 Technologies Director at one of the largest entertainment law firms in New York City to pursue a full-time career in game development Between being distracted by flying remotely controlled airplanes and studying tae kwon do, artistry for games has become the new passion in David’s life Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Contents at a Glance Introduction xx Chapter The History of Game Graphics Part One 3D Modeling with trueSpace 11 Chapter Chapter Chapter Getting Ready to Model: Concept Art 13 Modeling the RF-9 Plasma Gun with trueSpace 25 Modeling the Slogre Character with trueSpace 65 Part Two Unwrapping the UVs with DeepUV 95 Chapter Chapter U-V Mapping the RF-9 Plasma Gun with DeepUV 97 U-V Mapping the Slogre with DeepUV 149 Part Three Unwrapping the UVs with DeepUV 183 Chapter Chapter Chapter Chapter 10 Game Texturing 185 Inorganic Texture Tutorials with Photoshop 193 Advanced Texturing Examples 353 Organic Texture Tutorials with Photoshop 395 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark Contents at a Glance Chapter 11 Chapter 12 Skinning the RF-9 Plasma Gun with Deep Paint 3D and Photoshop 429 Skinning the Slogre with Deep Paint 3D and Photoshop 475 Part Four Preparing Assets for Games with 3D Studio Max 509 Chapter 13 Chapter 14 Making the RF-9 Plasma Gun Game-Ready with 3D Studio Max 511 Making the Slogre Game-Ready with 3D Studio Max and Character Studio 535 Part Five Bringing It All Together 583 Chapter 15 Bringing Your Work into the Torque Game Engine 585 Postscript Finding Work as a Game Artist 593 Part Six Appendices 603 Appendix Appendix Appendix Appendix A B C D Appendix E Appendix F A 3D Modeling Primer 605 A 2D Graphics Primer 617 Photoshop Keyboard Shortcuts 631 Glossary of 2D- and 3D-Related Terminology 639 Related Web Sites and Links 657 What’s on the CD-ROM? 669 Index 673 Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark vii Contents Letter from the Series Editor xviii Introduction xx Chapter The History of Game Graphics The Birth of the Computer Game Artist The Arcade Moves Back Home The Personal Computer Blossoms The Gaming Revolution The Graphics Revolution Third-Stage Booster The New Millennium 10 The Future of Computer Games 10 Part One 3D Modeling with trueSpace 11 Chapter Getting Ready to Model: Concept Art 13 Importance of Sketch Art The Asset Process The Making of Two Compound Assets In My Mind’s Eye:The Slogre The RF-9 Plasma Gun The Final Objective Summary Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 14 15 17 17 20 24 24 ix Contents Chapter Modeling the RF-9 Plasma Gun with trueSpace 25 An Overview 26 Setting Up the trueSpace Environment 28 Changing the World and Object Units 28 Setting the Dynamic Rendering Mode 30 Texture Resolution 31 Keeping the Point Edit Tools Handy 31 Modeling Considerations 31 Modeling the RF-9 33 Step 1: Planning the Model’s Dimensions and Poly Count, and Creating a Reference Plane 34 Step 2: Build the Muzzle 37 Step 3: Build the Barrel 44 Step 4: Build the Grip 48 Step 5: Build the Hoops and Hose 53 Step 6: Optimize and Triangulate 58 Export the Model 63 Summary 64 Chapter Modeling the Slogre Character with trueSpace 65 Modeling Pre-Considerations Modeling the Slogre Step 1: Build the Body Step 2: Build the Leg Step 3: Build the Arm Step 4: Complete the Model (Well, Half of It) Export the Mesh Summary Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark 68 69 70 78 82 88 93 93 ... set Nowhere but in 2D Artwork and 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... most states, so I will refrain 2D Artwork and 3D Modeling for Game Artists is the first book to really bridge the gap between art and game design Most books about game art are written by non-technical... the design, art, and modeling of this weapon is detailed When you’re done with that, David takes you deeper and deeper into every single aspect of 2D art and 3D modeling for games The book is

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