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4 of 4 people found the following review helpful:
3.0 out of 5 stars
A good start, though a way to go, August 26, 2002
The learning curve to produce good 3D content is pretty steep. As human beings, we are very familiar with what 3D spaces should look like, and therefore it can be very irksome to us when something looks bad, unreal, or out of place. This book attempts to act as a primer on how to create art for compelling worlds.I work professionally as a developer on a 3D authoring application and so I'm pretty familiar with many of the skills required to create 3D content. There are many steps from concept to final, and some of them require at least a rudiment of artistic or design background. The author at least does a good job of taking the reader through most of the important steps, and certainly focuses on the design related ones. The author gives some good source material and basic techniques for dirtying up and making textures tileable, though some of the tasks require at least a moderate knowledge of Photoshop. He also offers a few key tidbits of advice in modeling and lighting environments, though nothing groundbreaking. A large portion of the book goes to explaining how to use Genesis3D, an open source 3D application that comes on the CD with the book. I applaud the author in at least packaging a pertinent program so the reader can be given a chance to use their skills. Unfortunately it is typical of 3D-game world editors and isn't very easy to use. I would recommend at least looking around and trying other editors before investing much time in learning one. Though this is certainly a necessary evil to learn at least one if you plan on doing any level editing. I'd say the main weakness of the book is that it is geared primarily towards the creation of typical first-person shooter worlds. Fortunately these are very popular, and surrealistic enviroments tend not to require as much finesse because limited or extreme lighting and environments can be used to hide limitations in modeling experience. It tends to be much more difficult to create 3D enviroments of the familiar (i.e. offices, house interiors, etc.) though who wants to make those anyway, that's what everyone is trying to escape from in the first place, right? ;) In closing, this book is a good start, however, even though the author may be a really great level designer he definitely hasn't imparted all of his tricks in this book. I don't mean to offend, though it possibly might be from lack of experience. The fact that he talks about how to get rid of "flash burn" from a camera instead of teaching techniques on how to avoid it in the first place, such as buying an [inexpensive]off-camera flash (or if you can't afford that, at least putting tissue paper in front of the flash to act as a diffuser) For more information of how to create good textures, I'd recommend reading anything Hayden Duvall has written in Game Developer Magazine or on game development Web sites. For more information of fundamental lighting techniques, I'd recommend [digital] Lighting and Rendering by Jeremy Birn. Or, if you can afford it, take a technical theater course on lighting design at a community college. Unfortunately, for 3D game level design there aren't very many good resources, they're all broken up by what editor is used to create the levels, so first pick your game/editor and then just look for forums dedicated to that one.
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