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Creating the Art of the Game
 
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Creating the Art of the Game (Paperback)

by Matthew Omernick (Author)
5.0 out of 5 stars See all reviews (1 customer review)
RRP: £30.99
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Frequently Bought Together

Creating the Art of the Game + 3D Game Textures + 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling
Price For All Three: £68.02

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Product details

  • Paperback: 320 pages
  • Publisher: New Riders (7 April 2004)
  • Language English
  • ISBN-10: 0735714096
  • ISBN-13: 978-0735714090
  • Product Dimensions: 25.1 x 19.8 x 2 cm
  • Average Customer Review: 5.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 189,903 in Books (See Bestsellers in Books)

    Popular in these categories:

    #15 in  Books > Computing & Internet > PC & Video Games > Art & Design
    #81 in  Books > Computing & Internet > Programming > Games
  • See Complete Table of Contents

Product Description

Product Description

The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.



From the Back Cover

The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.



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16 of 16 people found the following review helpful:
5.0 out of 5 stars Wow! Finally..., 20 Nov 2004
By Marque Pierre Sondergaard "World's Best Textu... (Liverpool, United Kingdom) - See all my reviews
(REAL NAME)   
I was beginning to think that we'd never get a book on games art written by a true veteran. I suppose they are all to busy. But here it is. In truth I have not been so psyched up about, and felt so rewarded by an art book since Owen Demers brilliant texturing book.

Matthew takes the reader through all the nooks and crannies of creating art for games, from games interfaces, blocking out levels to alpha masks for textures and normal maps. The funny thing is, it is not an endless line of tutorials to show how its done, but at the end of it, you still feel, when you see the cutting edge art out there in games, 'yeah, I know how that is done.' All you need then is talent and perspiration.

The book illustrates every technique with in depth examples in both Maya and 3ds Max side by side. Another great feature. I know you hear those marketing cliches of "If you are only gonna buy one book on XX, then..." every day, but if you want games art and how its done, then THIS IS THAT BOOK.

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