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Creating Game Art for 3D Engines - Brad Strong

Creating Game Art for 3D Engines

Brad Strong (Autor)

Media-Kombination
332 Seiten
2007 | New edition
Charles River Media
9781584505488 (ISBN)
CHF 113,90 inkl. MwSt
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Using Autodesk[registered] 3ds Max[registered] to generate models and animations, and Torque as the 3D game engine, this book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script the essential art assets required for a game. It teaches you how to create art specifically with the game engine in mind.
Learn how to create commercial-quality game art and make it come alive in a 3D engine! "Creating Game Art for 3D Engines" is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk® 3ds Max® to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality!

On the CD:
-Sample characters and weapons
-Sample pickups and script files
-Screen captured movie tutorials
-Trial version of the Torque Game Engine

Brad Strong is a former Autodesk application engineer with over 18 years of experience using and teaching digital design software. He has taught courses in modeling, texturing, animation, and online game development, most recently for the Art Institute of Colorado. He is the president of 3dCognition, a game-based learning development studio, based in Sweden.

Introduction to 3ds Max
Ch. 1 Low-Poly Modeling
Ch. 2 Texturing Overview
Ch. 3 Unwrapping the Model
Ch. 4 Torque Assets Overview
Ch. 5 Exporting Basic Shapes
Ch. 6 Animating Static Shapes
Ch. 7 Collisions
Ch. 8 Pickups
Ch. 9 Weapons
Ch. 10 Characters

Verlagsort Hingham
Sprache englisch
Maße 188 x 228 mm
Gewicht 658 g
Themenwelt Informatik Weitere Themen Computerspiele
ISBN-13 9781584505488 / 9781584505488
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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