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This is much more than a manual of digital techniques, though if you want to know how to create anything from a steel braided hose to a cloth bandana it's covered in the project section in chapters seven to 14. First, Demers takes you on a textural tour so comprehensive that by the end of it you'll never look at anything in the same way again.
This is a man obsessed with texture. Why else would anyone accumulate a library of photographs of textures including cracked and peeling paintwork, atmospheric pollution, rusted metals, carved wood, stains, glass, brickwork, old masters and contemporary paintings?
Demers shows you how to "decipher and describe what you are looking at" and then how to recreate it digitally using Photoshop, Painter, Maya and other applications, and also with traditional media such as oil paint. If you're an artist with no digital aspirations you'll still learn a great deal from the first half of this book.
While there are plenty of books out there that tell you how to achieve a particular technique, few tackle the subject from first principles. [Digital] Texturing and Painting shows you a different way of looking at the world, one which will make you a better digital artist. --Ken McMahon
This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.
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As a computer game artist, I'm always on the look out for fast helpful ways to improve my texturing skills and I thought this book maybe the key - bad move. Unfortunately, 90% of the methods stated in the book are plain obvious to anyone who has any idea about creating textures and mapping models, and the other methods are too long winded to be practical. Who in their right mind has the time to actually "sculpt" reptile skin, paint it and then scan it into Photoshop BEFORE actually digitally working on it? It's just crazy.... Also, colour theory is all well and good, but surely anyone with the slightest interest in creating their own textures has enough basic knowledge to get started, a full chapter on colour theory is a waste, anyone can find this stuff on the net. In fact, the book seems to have more than its fair share of this type of "filler" with very little being thoroughly useful. Why print a full chapter discussing traditional painting, sure, there is a logical step if you push it far enough, but it would have been easier to get the reader to explore this avenue by themselves. The CD ROM was also very disappointing, containing the same movie, with motion blur, without motion blur, with distance blur, without distance blur, in 8-bit, in 24-bit - who cares? Why couldn't New Riders just cram the CD with good quality textures - it would have been the books only saving grace.....
This book is really what ALL artist should be forced to read at any point, but preferably the beginning, of their careers. It focuses on developing the art of seeing as the most important tool in your arsenal. Once you can SEE, then you can reconstruct any complicated or simple texture. This is of course a project so great that a lifetime is not enough, but nonetheless, I have never seen it handled better than in Digital Texturing & Painting. I love the idea that traditional artists will be able to find tons of insights in this book for digital artists. The new are teaching the old. But again even though the explicit theme of the book is textures for 3D purposes, the teaching is that this is just another tool, the underlying priciples are the same as in all visual art.
This is one book you should run to get now. Simply because it will make you a better artist, in whatever field you are, now and for good.
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