Higher Education

Creating Game Art for 3D Engines, 1st Edition

  • Brad Strong
  • ISBN-10: 1584505486  |  ISBN-13: 9781584505488
  • 332 Pages
  • © 2008 | Published
  • College Bookstore Wholesale Price = $37.50



Learn how to create commercial-quality game art and make it come alive in a 3D engine! "Creating Game Art for 3D Engines" is the ideal guide for the serious student or aspiring animator who wants to learn how to create and successfully export game art, from simple shapes to full-blown characters. Using Autodesk® 3ds Max® to generate models and animations, and Torque as the 3D game engine, the book provides step-by-step instructions on how to model, unwrap, texture, rig, export, and script all of the essential art assets required for a game. Unlike other books that cover only art creation, Creating Game Art for 3D Engines teaches you how to create art specifically with the game engine in mind. All of the principles and techniques are universal and can be applied to any 3D software or game engine. Get ready to make your game ideas a reality!

Features and Benefits

  • Teaches beginning game artists and students how to model, texture, export and script all the art assets needed for a game
  • Explains how to create art in conjunction with the programming team to make it efficient for the 3D engine
  • Uses Torque as the engine and Autodesk ® 3ds Max® as the design tool to teach fundamental principles
  • Includes a basic primer on the major functions of 3ds Max
  • Explains how to model, texture, rig, animate, export and script a robotic character
  • Includes a CD-ROM with sample characters, weapons, pickups, sample script files, and screen-captured movies created with Camtasia to illustrate the more complex processes. Also includes a version of the Torque engine for use with the projects in the book

Table of Contents

Introduction to 3ds Max
Ch. 1 Low-Poly Modeling
Ch. 2 Texturing Overview
Ch. 3 Unwrapping the Model
Ch. 4 Torque Assets Overview
Ch. 5 Exporting Basic Shapes
Ch. 6 Animating Static Shapes
Ch. 7 Collisions
Ch. 8 Pickups
Ch. 9 Weapons
Ch. 10 Characters

Meet the Author

Author Bio

Brad Strong

Brad Strong is a former Autodesk application engineer with over 18 years of experience using and teaching digital design software. He has taught courses in modeling, texturing, animation, and online game development, most recently for the Art Institute of Colorado. He is the president of 3dCognition, a game-based learning development studio, based in Sweden.