3D Game Environments

3D Game Environments

Author: Luke Ahearn

Publisher: CRC Press

Published: 2017-03-03

Total Pages: 362

ISBN-13: 1317418166

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From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments. Key Features The entire game world development process; from planning to 3D modeling, UV layout, and creating textures. Exercises and projects to practice with; each section includes projects to guide you through creating different world genres. The updated companion website—www.lukeahearn.com/textures/ now includes video tutorials in addition to updated sample textures, shaders, materials, actions, brushes, program demos, plug-ins and all art from the book—all the tools you need in one place.


3D Game Environments

3D Game Environments

Author: Luke Ahearn

Publisher: CRC Press

Published: 2008-05-05

Total Pages: 399

ISBN-13: 1136141588

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The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.


Building Interactive Worlds in 3D

Building Interactive Worlds in 3D

Author: Jean-Marc Gauthier

Publisher: Taylor & Francis

Published: 2013-05-02

Total Pages: 443

ISBN-13: 1136143971

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In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.


Creating 3D Worlds

Creating 3D Worlds

Author: Simon Danaher

Publisher: Ilex Press

Published: 2005

Total Pages: 168

ISBN-13:

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Artists working with computers can learn the secrets behind the techniques for creating convincing, realistic, highly professional 3D landscapes for videos, films, web comics, and websites. This book instructs on how to use modern graphics software and shows how to construct intricate, hyper-realistic worlds with topographical features that include mountains and hills, forests and foliage, oceans and rivers, skies with textured cloud layers, fog, rain, and even lightning. To these worlds, artist and author Simon Danaher shows how to add realistic living creatures and man-made structures. He explains the theory of 3D world modeling in easy-to-understand language, offering essential insights into how virtual worlds are created for movies and television dramas. Students of this medium can use the book in combination with its enclosed CD-ROM, as they follow step-by-step instructions for creating a wide variety of landscapes and environments. Instructive full-color illustrations and diagrams on every page of the book.


Video Game Spaces

Video Game Spaces

Author: Michael Nitsche

Publisher: MIT Press

Published: 2008-12-05

Total Pages: 315

ISBN-13: 0262293013

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An exploration of how we see, use, and make sense of modern video game worlds. The move to 3D graphics represents a dramatic artistic and technical development in the history of video games that suggests an overall transformation of games as media. The experience of space has become a key element of how we understand games and how we play them. In Video Game Spaces, Michael Nitsche investigates what this shift means for video game design and analysis. Navigable 3D spaces allow us to crawl, jump, fly, or even teleport through fictional worlds that come to life in our imagination. We encounter these spaces through a combination of perception and interaction. Drawing on concepts from literary studies, architecture, and cinema, Nitsche argues that game spaces can evoke narratives because the player is interpreting them in order to engage with them. Consequently, Nitsche approaches game spaces not as pure visual spectacles but as meaningful virtual locations. His argument investigates what structures are at work in these locations, proceeds to an in-depth analysis of the audiovisual presentation of gameworlds, and ultimately explores how we use and comprehend their functionality. Nitsche introduces five analytical layers—rule-based space, mediated space, fictional space, play space, and social space—and uses them in the analyses of games that range from early classics to recent titles. He revisits current topics in game research, including narrative, rules, and play, from this new perspective. Video Game Spaces provides a range of necessary arguments and tools for media scholars, designers, and game researchers with an interest in 3D game worlds and the new challenges they pose.


Designing Virtual Worlds

Designing Virtual Worlds

Author: Richard A. Bartle

Publisher: New Riders

Published: 2004

Total Pages: 768

ISBN-13: 9780131018167

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This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.


Virtual Space

Virtual Space

Author: Lars Qvortrup

Publisher: Springer Science & Business Media

Published: 2011-06-28

Total Pages: 326

ISBN-13: 1447102258

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Containing the edited research papers resulting from an ambitious, cross-disciplinary research project, this volume examines the spatiality of virtual inhabited 3D worlds - virtual reality and cyberspace. (Three other volumes look at Interaction, Staging and Methodology.) It is about the communication spaces emerging at the Internet and supported by special 3D interfaces. It is also about the virtual spaces created by virtual reality hardware (CAVEs, panoramic screens, head mounted display systems etc.) and software. Virtual Space: Spatiality in Virtual Inhabited 3D Worlds is interdisciplinary. It deals with philosophical, psychological, communicational, technological and aesthetic aspects of space. While philosophy raises the question concerning the ontology of space - what is space - psychology deals with our perception of space. Communication theory looks at the way in which space supports communication (i.e. that space is a medium for communication), and finally aesthetic analyses exemplify the use of virtual space in virtual cities, in museums and in art.


Web Developer.com? Guide to Creating 3D Worlds

Web Developer.com? Guide to Creating 3D Worlds

Author: Rory O'Neill

Publisher:

Published: 1998-03-23

Total Pages: 356

ISBN-13:

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Create your own 3D worlds on the Web. Using their own 3D Web engine called RAGE, the authors guide the readers through the creation of a 3D game to illustrate all of the issues involved, from the design and creation of the world to all the technology needed to make it run on the Web.


Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds

Virtual Interaction: Interaction in Virtual Inhabited 3D Worlds

Author: E. Granum

Publisher: Springer Science & Business Media

Published: 2013-03-09

Total Pages: 446

ISBN-13: 1447136985

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Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.