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Creating the Art of the Game [Paperback]

Matthew Omernick
5.0 out of 5 stars  See all reviews (5 customer reviews)
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Book Description

Mar 23 2004 0735714096 978-0735714090 1

The key word here is art: the dynamic 3D art that defines the world of computer games. This book teaches you everything you need to know about the planning, modeling, texturing, lighting, effects creation, and interface design that go into creating today's most advanced and stunning video games. You'll be learning from a master-veteran 3D artist and instructor Matthew Omernick-as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation-including discussions of the creative process entailed in some of today's most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required to be a successful game artist. In addition to learning the ropes of game art, you'll also find in depth tutorials and techniques that apply to all aspects of 3D graphics. Whether you are using Photoshop, 3ds max, Maya, or any other computer graphics software, you'll find a wealth of information that you can continue to come back to time and time again.


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From the Back Cover

The key word here is art: the dynamic 3D art that defines the world of computer games, and the planning, modeling, texturing, lighting, effects creation, and interface design that go into it. You'll be learning from a master--veteran 3D artist and instructor Matthew Omernick--as you progress through the carefully chosen, software-agnostic tutorials that make up this beautiful, full-color volume. The end result will be skills you can apply to whatever 3D tool you choose and whatever wildly imaginative game you can think up. Through a unique combination of explanation, tutorials, and real world documentation--including discussions of the creative process entailed in some of today¿s most popular games augmented by screen captures and descriptions--you'll quickly come to understand the workflow, tools, and techniques required for the complete 3D art package. You'll also pay special attention to creating and refining textures using Photoshop, since it¿s the image manipulation tool of choice, regardless of what 3D software package you're using.

About the Author

Matthew Omernick currently works as a lead artist for LucasArts Entertainment Company near San Francisco, CA. With a B.F.A from The Ringling School of Art and Design in Sarasota, FL, Matt has more than seven years of industry experience as a 3D artist and animator.

Matt has also taught college-level 3D graphics for four years at Cal State Fullerton and the Academy of Art College in downtown San Francisco. He has worked for companies such as DreamWorks, Day 1 Studios, and Electronic Arts. He began his career working for various film and broadcast studios in Florida and Chicago, then branched into creating 3D art for video games. Some of Matt's credited titles include the Medal of Honor series, RTX Red Rock, and Secret Weapons Over Normandy. He is currently working on several cutting edge projects for multiple platforms.


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3 of 3 people found the following review helpful
5.0 out of 5 stars Finally! April 28 2004
By S Viray
Format:Paperback
There have been many books in past years that were about creating 3D art, but none that I know of covered in depth how to make 3D art for video games. This book really fills a void and it is packed with knowledge for anyone who wants to become a video game artist.

For those concerened as to what 3D program this book uses, it does not follow any one program. Rather, it teaches you game principles, techniques, and theories that can be applied to any program, which in my opinion is the strength of this book. Matt teaches you how to think like a game artist and presents you all the things you have to consider to become a successful artist in video games. In addition, the material is presented in a manner that is easy to read and really takes you through the process.

The topics covered in this book are: Preparing to Create, Modeling Theory (very important!), Intoduction to Texturing, Advanced Texturing, Applying Textures, Advanced Modeling, Lighting Principles, In-Game Lighting, Effects, Tips and Tricks, User Interface and Creation, and Wrapping it up.

So, what makes him qualified to teach this material? Not only does he have 7 years in the industry, but 4 - 5 years actually teaching college level 3D and whose credits include the highly praised Medal of Honor series. This is an excellent read and is a bargain for the price. We all know his work, now learn how he does it! 5 stars!

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3 of 3 people found the following review helpful
5.0 out of 5 stars 3d Artist Must Have!! April 12 2004
Format:Paperback
This book is an absolute must have for any inspiring 3d game artist. You will save years of trial and error by reading "Creating the Art of the Game". You want to become a game artist? Matt Omernick describes in detail the complete process of making art for video games from the artists perspective that will put you well ahead of any other artists that are inspiring to work in the game industry. He shares some of the in industry information that you will never learn in a classroom. Matt covers both Maya and 3DS Max throughout the book. His coverage on Modeling, Texturing, Alpha maps,UV's, Lighting and Effects is stellar. I have been doing Max for 4 years and this book taught me a ton.
Thank you Matt.
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2 of 3 people found the following review helpful
Format:Paperback
Creating the Art of the Game is a truly welcome book that does a brilliant job of bringing clarity to the issues of artistic process in a complex industry. Matthew Omernick's clear and descriptive writing style, encouraging tone, helpful illustrations and clean layout make the book a pleasure to read and easily digestible.

He covers game art nearly end-to-end - reference collection, modeling theory, texturing, lighting, efficiency techniques, UI and more. The best part about the book though is that it isn't written like a software manual. Although he teaches technique, Omernick concentrates heavily on the artistic thought process, especially its application to game issues. Games are complex interactive systems, and he does an excellent job of highlighting technical considerations and trade-offs that all game artists must deal with sooner or later.

I'm a games software engineer and read the book to get a glimpse of the latest techniques, processes and technologies used by today's
game artists from the artist's point of view. I have to say that Creating the Art of the Game excels at what good instructional books do well - it broadens the mind by giving it new ways to approach problems. It also manages to balance technical specifics with mindset. More than anything, it's an invaluable glimpse into the mind of a successful game artist. I strongly recommended the book for anyone with an interest in the industry.

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