This is a quality book. Half of the book is dedicated to discussion on texture methods inside realtime engines, how different maps are used, and the different approaches required. There is a lot of emphasis of learning by eye, and the importance of visual awareness.
The second half is probably going to be the part that grabs you. Luke goes into the texture asset creation for three different staple scenarios (sci-fi, fantasy and urban, with clearly written details as to the workflow. My only quibble would be that during some of the tutorials sections, you are told what to do, but not why you are actually doing it, though when you read his creation method for the base metal texture, you can begin to appreciate how hard it would be to actually justify the steps with an explanation.
In all, this is an excellent resource for people who are a little daunted by the prospect of texturing, BUY IT! ;D
NOTE: There was a typo in the first edition that causes a texture to come up VERY different to Luke's. If you have an earlier edition, and encounter problems, Luke himself posted this on Amazon.com:
First edited by: Luke Ahearn "Luke Ahearn" (CA) on Feb 11, 2006
Last edited by: Luke Ahearn "Luke Ahearn" (CA) on Nov 28, 2006
Here are corrections for this edition:
- In chapter 5 (page 152 ) Creating Base Metal step 5 should read 70 instead of -70.
- When applying the spotlight at the end of step nine of this exercise
the spotlight should be round and go just beyond the image edges. Do
this by dragging out the handles.
- Also, in an early example of tiling there is a source image on the DVD
and it is the wrong one. This is the one you need.[...]