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Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library)
 
 
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Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library) [Paperback]

Christian Chang (Author)
3.0 out of 5 stars  See all reviews (5 customer reviews)

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Book Description

Wordware Game Developer's Library October 1, 2006
The title says it all: with Modeling, UV Mapping, and Texturing 3D Game Weapons you ll learn how to model, UV map, and texture first- and third-person game weapons in a step-by-step progression from simple to complex. The book begins with a lesson on customizing your modeling application for ease of use, and then turns to weapon creation. Each weapon from a samurai sword to a modern high-velocity, fully automatic machine gun is first modeled and optimized, then UV mapped, and finally textured for realism. While the tutorials were written using Maya, the principles described will work with any polygonal-based modeling package. Companion CD includes a trial version of Adobe Photoshop CS2 for the Microsoft Windows operating system, and more!

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Customers buy this book with 3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop $32.04

Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library) + 3D Game Textures, Second Edition: Create Professional Game Art Using Photoshop

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About the Author

Christian Chang is a video game developer and author. He began his career at the Naval Postgraduate School's MOVES Institute in Monterey, California, where his responsibilities included modeling and texturing the weapons in America's Army: Operations. He then worked for the U.S. Army as a level designer on America's Army: Special Forces. He now works at Electronic Arts, where his credits include Tiger Woods PGA Tour 07 and James Bond: From Russia with Love.

Luke Ahearn has more than 14 years of professional game development experience and has served in lead positions on seven published game titles including Dead Reckoning and America's Army. He has written six books on game development and ran his own computer game company for ten years. Currently, he is art director and partner of ICPU.


Product Details

  • Paperback: 368 pages
  • Publisher: Jones & Bartlett Publishers (October 1, 2006)
  • Language: English
  • ISBN-10: 1556228708
  • ISBN-13: 978-1556228704
  • Product Dimensions: 8.9 x 6.1 x 0.8 inches
  • Shipping Weight: 1.1 pounds (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars  See all reviews (5 customer reviews)
  • Amazon Best Sellers Rank: #2,067,639 in Books (See Top 100 in Books)

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2 of 2 people found the following review helpful:
2.0 out of 5 stars quality issues, October 25, 2007
This review is from: Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library) (Paperback)
I usually read reviews and not write them but in this case I feel I had to, this is not the cheapest book around and it doesnt go through that many projects (small form factor, lots of pics for each step), granted nothing wrong with that it omits nothing and actually shows you uv mapping and texturing can be fun and easy (if you do simple non organic models-and thats what the title says). There are several problems though- I dont know about most people but I dont have time to read while looking at the CD that has all the images on the computer, I just have the book with me. The paper is light not glossy, there are no colors, and worst of all I cant tell whats shown in half the screenshots- when youre visual like me you go by the pics along with the text, not just the text. Im sure the author saw a copy of the book before it was mass printed and realized all it would take would be to darken maya's background for the objects and cursors to show up better, not asking for color here although that would be nice when showing a brown wood texture...
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1 of 1 people found the following review helpful:
1.0 out of 5 stars awful quality, April 20, 2008
By 
GameMaker (Portland, OR USA) - See all my reviews
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This review is from: Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library) (Paperback)
I was pretty excited to get this book, I had been looking and needing something on this topic. The problem though is, ugh, the production quality is just awful on this book. The book looks like it was a black and while xerox copy of a book using 1970's copying technology. The all-important pictures which are the very heart of this book (the book is like 90% pictures, 10% text) are just barely legible. Not only are they not in color but in many cases they are extremely washed out. And for $40 (the msrp) a book this small and of this poor a quality is just a debacle. Shame on you guys, next time you publish a book, this one will haunt you.
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5.0 out of 5 stars Well, it's a good book for Maya beginners, December 6, 2008
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This review is from: Modeling, UV Mapping, and Texturing 3D Game Weapons (Wordware Game Developer's Library) (Paperback)
Now it's 13 dollars cheaper than 2 months ago when I purchased it, a little sad. All the chapters are talking about static models, if the author could add some tutorials about weapon animations, that would be much better. Anyway, it's a good book for Maya beginners, especially to whom who wanted to make some models in Games with maya.
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Inside This Book (learn more)
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
projection height, boolean difference, hardware texturing, delete history, projection width, crossbow body, cocking tube, polygon cylinder, polygon cube, fore grip, bottom vertices, blade image, cylindrical map, move the vertices, background plane, polygon plane, bottom receiver, planar map, wood texture
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Texture Editor, Set Rotate, Channel Box, Split Polygon, View Shading Lighting Show Panels, Choose Edit, Blending Options, Image Size, Pattern Maker, Apply Image, Filter Gallery, Canvas Size, Vanishing Point, Constrain Proportions, Gradient Overlay, Add Noise, Select the Line, Use the Line, Delete Edge, Layers Channels, Using the Append Polygon, Projection Center, Pixel Aspect Ratio, Edit Polygons, Subdivisions Along Height
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