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2D Artwork and 3D Modeling for Game Artists (The Premier Press Game Development Software) Paperback – November 27, 2002

4.5 out of 5 stars 15 customer reviews

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Editorial Reviews

About the Author

David Franson, from Chester, New Jersey, 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" (Premier Press, 1931841330), as well as the full-page article "How Video Games Are Made", which appeared in 45 newspapers worldwide. David has also produced digital artwork for 3D video games, film, and television.

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Product Details

  • Paperback: 720 pages
  • Publisher: Premier Press; 1st edition (November 27, 2002)
  • Language: English
  • ISBN-10: 1931841330
  • ISBN-13: 978-1931841337
  • Product Dimensions: 9.1 x 7.4 x 1.5 inches
  • Shipping Weight: 2.6 pounds
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #2,998,116 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
I agree with the majority of other reviewers on the content of this book, especially the sections of texturing. Very in depth and covers a whole lot of topics on inorganic and organic textures and how to use them. He also takes you step by step through the modeling process of a gun and a big ugly monster.
But instead of spending too much time repeating what everyone else is saying good about the book, I am going to tell you what I think isn't so good about the book because there are a few not-so-good things about the book you should know before spending half-a-hundred dollars on it. Though, I still give the book 4 stars because it has many more good points than bad.
The most depressing thing is that you really need full versions of all the software programs used to be able to follow along with the book the way you need to in order to learn what your reading. Sure, you get some experience working with a bunch of programs like 3d studio max 5 (very heavily used in 3d game model production) but you don't even do 3d modeling it. Instead, you follow along with the modeling process in TrueSpace 4 or 6. What you'll find REALLY frustrating about that is, unless you have $595.00 to spend on the full, legal copy of version 6.6, you won't be able to save any of your work using the DEMO version that comes with the book! So, you may spend an hour or more modeling your gun, and then have to close the program down and load the model that the author made on the book's CD in order to continue to the UV mapping, texture painting, optimizing and triangulating which is done in 3ds max 5 (of which the demo version is also included on the book's cd-rom). The modeling process could have been done just as easily in 3ds max 5 which is much more powerful than TrueSpace anyways.
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Format: Paperback
Here, let me give a decent review: I'm a web designer turned game artist, so I've recently been in search of books on modeling, animation, and whatnot. My experience is with Photoshop, GoLive, etc, so texturing comes fairly easy. 2D Artwork/3D Modeling for game artists (despite the long title) enticed me to buy it because it covers so much of what I need to know, and become familiar with for modeling/texturing. There's no animation, which was a bummer, but I saw other books on character animation and they're over 1000 pages, so I suppose the auther couln't fit it all in. The first part of the book introduces the reader to modeling a weapon (which was very cool) in Truespace 6 using what is called boolean and point editing modeling techniques, which I had no idea of and was very quick and easy. Then, the author shows how to model a game character using NURBS, which is modeling with digital clay and VERY cool. The tutorials are stepwise, clear, and concise. Plus, he shows optimizaiton techniques for games, and I never thought these were things I had to do, so that's a plus.
Moving on, the reader is introduced to U_V mapping techniques, and I had always wondered how models were textured, using DeepUV and DeepPaint. 3D Studio Max 5 is used for preparing the models for the torque game engine. I think the downside is the price of the software that the author demonstrates, Max is like [alot of money], and I know Photoshop for texturing is [a little bit of money], but truespace is not bad, under [money] or less for prior versions.
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Format: Paperback
The main problem with this book is that the author isn't very good at what he does. He details lovingly how to make the artwork but he simply lacks the talent to create 3D art that's very good. The model he creates, Slogre is in the end, a lumbering snow man like mess of a creature poorly set up for animation.

The author spends a lot of time talking about concept art and why its important only to ditch it in production of the model, ditching all of its charisma to create an ugly mess that looks like it was created by someone completely inexperienced.

Most of the textures he creates end up looking very flat and ugly. The black and white printing causes a lot of his points to be lost. The best examples of this are on pages 225 and 226. He shows a demonstration of poorly tiling textures with noticeable seams. However, due to the cheap printing, the wall is just a solid block of grey making the visual aid wholly useless.

If you're completely new to 3D art, there are far worse places you could start. This book has some decent primers initiating readers with certain aspects of various art programs including Photoshop. There's a lot of information here and it's not all useless.

However, if you are planning on getting into 3D art, I would recommend you start out with Milkshape 3D and Psionic3D tutorials. (Google those. Amazon doesn't allow linking last time I checked.) For texturing, 3D Game Textures by Luke Ahearn is a much better resource than this.

If you have any experience in 3D art though, then you can probably skip this book without a second thought. There is likely nothing you couldn't have figured out on your own. The things that are worthwhile for the experienced here are already available in Internet tutorials.
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