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"3d game"(으)로 87개의 도서가 검색 되었습니다.
9781138920071

3D Game Textures (Create Professional Game Art Using Photoshop)

 |
0원  | 20250523  | 9781138920071
Revised to take new technology into account, this new edition is an ideal hands-on resource for creating textures, shaders, and materials. It contains expanded coverage of shader nodes, and its companion website has been updated to include video tutorials as well as updated samples.
9781138920033

3D Game Environments (Create Professional 3D Game Worlds)

 |
0원  | 20250523  | 9781138920033
From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.
9780367645410

3D Game Engine Design (A Practical Approach to Real-Time Computer Graphics, 3rd edition)

 | CRC Press
0원  | 20250523  | 9780367645410
Since the current edition, most of the graphics concepts have not changed, but the graphics hardware has evolved signicantly. Desktop GPUS are quite powerful these days. The latest GPUs are important for the popular topics of virtual reality (VR), and augmented reality (AR). To allow fine-grained control of these aspects of graphics and computing, we now have new graphics APIs, namely, Direct3D 12 and Vulkan. The primary goal of the 3rd edition is to cover the multi-engine view of modern GPUs (graphics, compute,copy) and to talk specically about Direct3D 12 and Vulkan. The book will also provide C++ source code libraries that wrap the features of Direct3D 12 and of Vulkan.
9781138047853

3D Game Engine Design (A Practical Approach to Real-Time Computer Graphics, 3rd edition)

 | CRC Press
0원  | 20250523  | 9781138047853
Since the current edition, most of the graphics concepts have not changed, but the graphics hardware has evolved signicantly. Desktop GPUS are quite powerful these days. The latest GPUs are important for the popular topics of virtual reality (VR), and augmented reality (AR). To allow fine-grained control of these aspects of graphics and computing, we now have new graphics APIs, namely, Direct3D 12 and Vulkan. The primary goal of the 3rd edition is to cover the multi-engine view of modern GPUs (graphics, compute,copy) and to talk specically about Direct3D 12 and Vulkan. The book will also provide C++ source code libraries that wrap the features of Direct3D 12 and of Vulkan.
9781138403055

3D Game Textures (Create Professional Game Art Using Photoshop)

 | CRC Press
0원  | 20170727  | 9781138403055
When digital art software was in its infancy, most digital art, especially vector art, was textureless. This title teaches you how to create your own textures. It also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials.
9780240820774

3D Game Textures (Create Professional Game Art Using Photoshop)

Ahearn, Luke  | CRC Press
0원  | 20111017  | 9780240820774
Industry leader, Luke Ahearn, shows you how to create professional next-gen game cg art with ease. Fully updated and rev'd for latest software releases, and wealth of technology advancements. This NEW edition offers expanded coverage of game textures, now with shaders and materials. "3d Game Textures" is an essential resource for artists looking to take their CG art skills and techniques to the next level.
9780240811482

3D Game Textures (Create Professional Game Art Using Photoshop [With DVD ROM])

Ahearn, Luke  | Focal Press
55,000원  | 20090601  | 9780240811482
Luke Ahearn teaches all you need to know about texturing game worlds, with the tricks and tools of the trade. He begins with the instructions you will likely be given on the job, walks you through the research and planning phase and moves onto the process of building textures for the scene at hand. Luke Ahearn has over fifteen years of professional game development experience as designer, producer, and art director on seven published game titles including Dead Reckoning and Americas' Army and worked as a background artist at EA. He has authored six books on game development. Finally the eagerly-awaited next edition of Luke Ahearn's cornerstone game art book: 3D Game Textures is on its way. The book will be refreshed per the latest revision of Photoshop and the latest game industry trends and developments. 3D Game Textures allows next-gen game artists to learn to create everything from bricks to books in Photoshop with this step-by-step instructional guide. Because texture is 99% of what a gamer sees when playing, this topic deserves considerable coverage but has gotten little attention. Unlike anything on the market, this book concentrates soley on texturing, and provides an in-depth guide to game texturing with hundreds of high-quality examples. Game artists learn all they need to know on the topic, including basic artistic principles, tools and techniques, and specific step-by-step tutorials that explain how to create textures for myriad environments. NEW COVERAGE OF: the latest version of Photoshop; Adding multiple edge tiling; Adding Photoshop Bridge coverage; Updating metal tutorial; Adding coverage of Urban exteriors. PLUS ADDITIONAL CHAPTER: Advanced project: Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. The DVD includes: demo versions of relevant software; resource images; all images from the book. * Learn everything you need to create stunning, professional textures from one easy to follow guide which features tutorials and over 500 high-quality images * Follow the step-by-step tutorials to learn how to create suitable images which you can add to your portfolio and WOW prospective employers * Companion CD includes sample textures, Photoshop actions and brushes, and electronic versions of images you saw in the book - all the tools you need in one place! * Hit the ground running or get a leg up on the competition with the tips, tricks, and real world examples featured in this comprehensive guide In this eagerly awaited edition, updated for the new Photoshop release, game artists learn all they need to know on 3D game textures, including basic artistic principles and specific step-by-step tutorials that explain how to create textures for myriad environments. Industry leader, Luke Ahearn, shows you how to create professional next-gen game textures with ease. Fully updated and rev'd for latest Photoshop release, and wealth of game advancements. "As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio." - Advanced Photoshop "This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information." - Apogee Photo Magazine "I've never seen anyone use Photoshop as well as this". - Cheri Myers, Multimedia Artist and Advanced Photoshop Intructor. "As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio." - Advanced Photoshop "Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre." - Advanced Photoshop, April 2006 "This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information." - Apogee Photo Magazine, August 2006 3D Game Textures, 2nd Edition: CHANGES/UPDATES in this edition: more Quick Studies and illustrate how all of these real life materials can be created using Photoshop; Additions and updates for the latest version of Photoshop; Adding multiple edge tiling; Adding Photoshop Bridge coverage; Updating metal tutorial; Adding the creation of textures using overlays and source photos; Adding the paint fill project; Adding creating a specular map; Adding detailed maps for a control panel and the illumination maps; Updating the brick tutorial; Adding coverage of Urban exteriors - higher poly and multiple texture layers; Adding more detail to the outdoor chapter and an additional 30-40% for the jungle environment; Introducing the hand creation of some assets. PLUS ADDITIONAL CHAPTER: Advanced project: Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. ---------------------- Chapter 1 A Basic (Game) Art Education WHAT'S CHANGING IN THE 2ND EDITION: CH 1 - Minor text changes, redo several images and the possible addition of more images to represent the concepts discussed. Add one or two more Quick Studies and illustrate how all of these real life materials can be created using Photoshop. Chapter 2 A Brief Orientation To Computer Graphic Technology WHAT'S CHANGING IN THE 2ND EDITION: CH 2 - Minor updates and additions Chapter 3 A Quick Overview of Photoshop for Game Artists WHAT'S CHANGING IN THE 2ND EDITION: CH 3 - Additions and updates for the latest version of PS. Chapter 4 Prepping For Texture Creation WHAT'S CHANGING IN THE 2ND EDITION: CH 4 - Minor updates and additions Chapter 5 The Sci-Fi Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 5- Redo the metal tutorial, Add the creation of textures using overlays and source photos, Add the paint fill project, Add creating a specular map, Additional 30% Add creating (another section, control panel, etc.); detailed maps for a control panel and the illumination maps. Chapter 6 Urban Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 6 - Update the brick tutorial. Add creating a simple Normal Map for the brick texture. Add opacity map for the windows. Double chapter size - add Urban exterior - higher poly and multiple texture layers. Chapter 7 The Fantasy Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 7 Add detail to old map Chapter 8 The Outdoor Setting WHAT'S CHANGING IN THE 2ND EDITION: CH 8 - Add more detail to the outdoor chapter and an additional 30-40% for the jungle environment. Introduce the hand creation of some assets. Chapter 9 Game Effects MORE OF WHAT'S CHANGING IN THE 2ND EDITION: ---------------------------------------- New Chapter Chapter 10 Advanced project - Large outdoor urban area - war torn city. Great amount of work on detailed textures (overlays and advanced blending in PS) that utilize many shaders. This environment will look roughly like Battlefield 2 or more recently Call of Duty 4. The scene will include effects as well - smoke and bullet holes. Grass, trees, curtains, signs, and more. Exterior The Concept Sketch Breaking Out The Materials In The Scene Bricks and cinder blocks Windows and shutters Wood Concrete Metal Breaking Out the Details The Complete Scene
9780240807683

3D Game Textures (Create Professional Game Art Using Photoshop)

 | CRC Press
0원  | 20060221  | 9780240807683
Learn how to create stunning, professional-quality game textures from an award-winning industry expert. This book is your one-stop-shop to learn everything you'll need to know about texturing game worlds, from the research that goes into creating a world to tips, tricks and tools of the trade. Learn how to create everything from bullet holes and flames to windows and walls in tutorials that walk you through the process of developing textures (game art) for the most common game settings--from mod...
9781138427426

3D Game Environments (Create Professional 3D Game Worlds)

 | Routledge
0원  | 20180205  | 9781138427426
Offers tutorials on creating 3D models, applying 2D art to 3D models, and advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as the primary tools, this title explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.
9781138731257

3D Game Environments (Create Professional 3D Game Worlds)

 | A K Peters Ltd
197,970원  | 20170614  | 9781138731257
This fourth edition has been fully updated to include the latest debates around ICT, teacher-led and child-led activities, misconceptions and assessment and provides a complete introduction to mathematics in the early years.
9781138920026

3D Game Environments (Create Professional 3D Game Worlds)

 | Focal Pr
116,970원  | 20170413  | 9781138920026
Parapsychology bridges the gap between traditional psychology and its fringe areas, providing an engaging account of how science works on the borders of its last frontier: the human mind.
9780240808956

3D Game Environments (Create Professional 3d Game Worlds)

 | Focal Press
10,000원  | 20080501  | 9780240808956
From the Publisher The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine.
9781592003518

3D Game Engine Programming

Zerbst, Stefan  | Thomson Learning
0원  | 20210101  | 9781592003518
Because of the high cost of licenses for game engines, many hobbyist game developers are forced to design their own engine. This book illustrates the development process, covering all the fundamental topics that are essential in game engine programming.
9780122290633

3D Game Engine Design (A Practical Approach to Real-Time Computer Graphics)

Eberly, David H.  | CRC Press
225,000원  | 20061103  | 9780122290633
This new edition shows step by step how to make a shader-based graphics engine and how to tame the new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. Includes a CD-ROM with the source code for a commercial quality game engine....
9781558605930

3D Game Engine Design (A Practical Approach to Real-Time Computer Graphics)

 | CRC Press
0원  | 20000922  | 9781558605930
컴퓨터 게임은 매년 30%이상의 신장율을 보일정도로 성장하고 있다. 3D게임 엔진 디자인 이책은 이런 분야에서 일하는 전문가들을 위한 가장 상위 단계의 전문서적이다. 이 책은 소니의 플레이 스테이션 2나 마이크로소프트의 X-Box 처럼 새로운 하드웨어를 위해 빠른 코드를 써야 하는 프로그래머들을 위해 만들어졌다. 개발을 위한 아이디어부터 코드 작업까지 완벽하게 책에 그림으로 소개하고 있다. 이 분야에서 완벽하게 설명하고 있는 책은 처음일 정도다
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