The Dark Side of Game Texturing

The Dark Side of Game Texturing book cover

The Dark Side of Game Texturing

Author(s): David Franson (Author)

  • Publisher: Cengage Learning Ptr
  • Publication Date: January 1, 2004
  • Edition: 1st
  • Language: English
  • Print length: 216 pages
  • ISBN-10: 1592003508
  • ISBN-13: 9781592003501

Book Description

Charred ruins, bullet holes, rusted metal—if you ’re a fan of 3D first-person-shooter games, then you ’re familiar with those amazing, ominous textures that draw you into your character’s surroundings. Get ready to analyze—and re-create—the textures and graphics used in these games. All you need is a decent PC, Photoshop, and a digital camera. Once you learn how to create the textures within this book, you can create any texture for any game. Not a born artist? That’s okay. You’ll learn how to let Photoshop do most of the work. Begin with texturing basics, including pixel sizes, color modes, and alpha channels. Then jump right into hearty texture tutorials as you create everything from sci-fi backgrounds and molten lava to medieval castle walls and dragon skin. If you’re ready to travel to the grim back alleys of your imagination, then you’re ready for "The Dark Side of Game Texturing".

Editorial Reviews

From the Publisher

The only game texturing book on the market dedicated to game texturing. Contains full color, stepwise tutorials of the coolest game textures. Useful and informative for both game artists and general 2D digital artists. Includes a CD that contains all software including the Photoshop CS demo, hundreds of textures, and a Photoshop tutorial, so no previous experience is required. Covers every class of texture for all forms of adult (PG-13 and above) video games.

About the Author

David Franson, from Chester, New Jersey, has been a professional in the field of networking, programming, and 2D and 3D computer graphics since 1990. In 2000, he resigned his position as Information Technology Director of one of the largest entertainment law firms in New York City to pursue a full-time career in game development. He is the author of "2D Artwork and 3D Modeling for Game Artists" (Premier Press, 1931841330), as well as the full-page article "How Video Games Are Made", which appeared in 45 newspapers worldwide. David has also produced digital artwork for 3D video games, film, and television.

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