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The Dark Side of Game Texturing [Paperback]

David Franson
4.0 out of 5 stars  See all reviews (4 customer reviews)
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Book Description

Mar 23 2004
A perfect and direct starting point for a beginner game texture artist! "The Dark Side of Game Texturing" is also an excellent reference for intermediate artists, or for those who want to further their digital art skills. Learn how to create game textures similar to the eerie, sinister, and ominous textures seen in great video games like Quake, Unreal, Half-Life, and Return to Castle Wolfenstein. "The Dark Side Of Game Texturing" features a plethora of dynamic, full color, step-by-step texturing tutorials that reflect the nature of those games and more including military, fantasy, medieval, and sci-fi. You'll learn how to create decals like bullet holes, blast marks, signs, and more. Sprites such as lightning, fires, and explosions are also covered. Focusing on a topic rarely covered in other 3D graphics books, this is an ultimate hands-on guide to creating totally cool game textures that directly reflect the nature of many recently released video games.


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About the Author

David Franson 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, The Dark Side of Game Texturing, as well as the full-page article How Video Games are Made which appeared in 45 newspapers worldwide. He is also the technical editor for over a dozen popular video game programming books and has also produced digital artwork for 3D video games, film, and television.

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Customer Reviews

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Most helpful customer reviews
1.0 out of 5 stars Outdated Feb 1 2007
Format:Paperback
I'm somewhat disapointed by this book. It's not that the author is bad or anything, it's just that the tutorials are out of date. I'm a video game texture artist already and hoped this book would teach me some new tricks but it doesn't. It's filled with cheap bevel and emboss tricks and highly basic pipes using gradient. In a post Doom3 world used to the look of normal maps and specularity chanel (which this book doesn't cover, Return to Wolf being the latest game at the time) this book is unfortunately out of date. If you're already familiar with texture creation using noise and clouds you should avoid this expensive book.
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5.0 out of 5 stars Great book May 12 2004
Format:Paperback
This book is awesome... author teaches how to create a ton of really cool textures, not cheesey ones i've seen online. if you want a great place to start for games and mods, this is the book-- he even covers weapon skinning but wish there was more on character skins. Still a 5 though, all color and very good read.
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5.0 out of 5 stars Killer texturing coverage April 6 2004
Format:Paperback
Totally killer book- much better than most texturing books out there. the author is step by step and so far i love it, i am into game texturing but havent seen such cool texturing examples in any book. i love the fact its all color too and covers everything cool in games. nothing boring in this book, and is very informatve about designing the textures for popular 3d gamez
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