• Home
  • Advanced Search
  • Directory of Libraries
  • About lib.ir
  • Contact Us
  • History
  • ورود / ثبت نام

عنوان
Creating game art for 3D engines /

پدید آورنده
Brad Strong.

موضوع
Computer games-- Design.,Computer games-- Programming.,Computer graphics.,Video games-- Design.,Computer games-- Computer software.,Computer games-- Design.,Computer games-- Design.,Computer games-- Programming.,Computer graphics.,Computer graphics.,GAMES-- Video & Electronic.,Video games-- Design.,Video games-- Design.

رده
QA76
.
76
.
C672
S77
2008eb

کتابخانه
Center and Library of Islamic Studies in European Languages

محل استقرار
استان: Qom ـ شهر: Qom

Center and Library of Islamic Studies in European Languages

تماس با کتابخانه : 32910706-025

INTERNATIONAL STANDARD BOOK NUMBER

(Number (ISBN
1584506040
(Number (ISBN
9781584506041
Erroneous ISBN
1584505486
Erroneous ISBN
9781584505488
Erroneous ISBN
9781584506041

NATIONAL BIBLIOGRAPHY NUMBER

Number
b752675

TITLE AND STATEMENT OF RESPONSIBILITY

Title Proper
Creating game art for 3D engines /
General Material Designation
[Book]
First Statement of Responsibility
Brad Strong.

.PUBLICATION, DISTRIBUTION, ETC

Place of Publication, Distribution, etc.
Boston :
Name of Publisher, Distributor, etc.
Charles River Media,
Date of Publication, Distribution, etc.
2008.

PHYSICAL DESCRIPTION

Specific Material Designation and Extent of Item
1 online resource (xxii, 313 pages) :
Other Physical Details
color illustrations.

SERIES

Series Title
Game development series (Charles River Media (Firm))

GENERAL NOTES

Text of Note
Includes index.

CONTENTS NOTE

Text of Note
""CONTENTS""; ""ACKNOWLEDGMENTS""; ""ABOUT THE AUTHOR""; ""INTRODUCTION""; ""CHAPTER 1 INTRODUCTION TO 3DS MAX""; ""Examining the 3ds Max Interface""; ""Using Drop-Downs and Panels""; ""Adjusting Grid and Snap""; ""Setting Preferences""; ""Creating, Viewing, and Modifying Primitives""; ""Using Viewport Controls""; ""Modifying Primitives""; ""Using Viewing Tools""; ""Using Selection Windows""; ""Box Modeling a Chair""; ""Converting to an Editable Poly""; ""Moving the Vertices of the Editable Poly""; ""Maximizing the Viewport and Using Arc Rotate""; ""Extruding the Legs of the Chair""
Text of Note
""Extruding the Back of the Chair""""Creating the Arms of the Chair""; ""Welding Vertices""; ""Manipulating Vertices""; ""Working with the Material Editor""; ""Applying a Standard Material to an Object""; ""Applying a Custom Material to an Object""; ""Managing Files""; ""Saving Your Work""; ""Merging and Importing Files""; ""Summary""; ""CHAPTER 2 LOW POLY MODELING""; ""Creating Structurally Sound Models""; ""Keeping a Low-Polygon Budget""; ""Modeling a Simple Shape""; ""Modeling a Health Patch""; ""Welding Vertices with Weld Threshold""; ""Creating a Pickup with Three Parts""
Text of Note
""Modeling a Power Charger""""Modeling a Weapon""; ""Creating a Template to Model By""; ""Modeling with a Plane""; ""Adding Symmetry to Mirror and Weld Vertices Simultaneously""; ""Scaling Models to Fit the Torque Engine""; ""Summary""; ""CHAPTER 3 UNWRAPPING GAME ART""; ""Unwrapping the Oil Drum""; ""Deciding Between Material Color and Object Color""; ""Turning Off Smoothing""; ""Applying a Cylindrical Map to the Model""; ""Applying an Unwrap UVW Modifier""; ""Applying a Normal Map""; ""Applying a Utility Material""; ""Correcting Flaws in the UVs""
Text of Note
""Moving UV Vertices to Improve the Mapping""""Rendering Out the UV Template""; ""Using Texporter: An Alternative for UV Rendering""; ""Unwrapping the Weapon""; ""Mirroring and Aligning Normal-Mapped UVs""; ""Normal Mapping the Cooling Fins""; ""Correcting the UVs at the Edges of the Weapon""; ""Breaking and Scaling UVs""; ""Unwrapping the Ammo Box""; ""Unwrapping the Power Charger""; ""Applying a Planar Map""; ""Moving UV Vertices to Improve the Map""; ""Using a Planar Map for More Complex Models""; ""Unwrapping the Health Patch""; ""Summary""; ""CHAPTER 4 TEXTURING GAME ART""
Text of Note
""Texturing Considerations""""Using the Appropriate Equipment""; ""Using Digital Photos for Textures""; ""Making the Lighting Consistent""; ""Creating Textures from Scratch""; ""Creating in Powers of Two""; ""Working with Photoshop""; ""Texturing the Oil Drum""; ""Pushing Pixels with the Liquify Tool""; ""Using Offset to Make the Texture Wrap""; ""Repairing Seams with the Clone Stamp Tool""; ""Reflection Mapping in Photoshop""; ""Defining a Reflective Oil Drum Material in 3ds Max""; ""Assigning Smoothing Groups to the Oil Drum""; ""Texturing the Health Patch""; ""Creating Textured Steel""
0
8
8
8
8

SUMMARY OR ABSTRACT

Text of Note
Provides information on creating and exporting game art in a 3D engine.

OTHER EDITION IN ANOTHER MEDIUM

Title
Creating game art for 3D engines.

TOPICAL NAME USED AS SUBJECT

Computer games-- Design.
Computer games-- Programming.
Computer graphics.
Video games-- Design.
Computer games-- Computer software.
Computer games-- Design.
Computer games-- Design.
Computer games-- Programming.
Computer graphics.
Computer graphics.
GAMES-- Video & Electronic.
Video games-- Design.
Video games-- Design.

(SUBJECT CATEGORY (Provisional

GAM-- 013000

DEWEY DECIMAL CLASSIFICATION

Number
794
.
8/1526
Edition
22

LIBRARY OF CONGRESS CLASSIFICATION

Class number
QA76
.
76
.
C672
Book number
S77
2008eb

PERSONAL NAME - PRIMARY RESPONSIBILITY

Strong, Brad.

ORIGINATING SOURCE

Date of Transaction
20201204121646.0
Cataloguing Rules (Descriptive Conventions))
pn

ELECTRONIC LOCATION AND ACCESS

Electronic name
 مطالعه متن کتاب 

[Book]

Y

Proposal/Bug Report

Warning! Enter The Information Carefully
Send Cancel
This website is managed by Dar Al-Hadith Scientific-Cultural Institute and Computer Research Center of Islamic Sciences (also known as Noor)
Libraries are responsible for the validity of information, and the spiritual rights of information are reserved for them
Best Searcher - The 5th Digital Media Festival