Creating the Art of the Game 1st Edition
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Matthew Omernick
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Editorial Reviews
About the Author
Matthew Omernick currently works as a lead artist for LucasArts Entertainment Company near San Francisco, CA. With a B.F.A from The Ringling School of Art and Design in Sarasota, FL, Matt has more than seven years of industry experience as a 3D artist and animator.
Matt has also taught college-level 3D graphics for four years at Cal State Fullerton and the Academy of Art College in downtown San Francisco. He has worked for companies such as DreamWorks, Day 1 Studios, and Electronic Arts. He began his career working for various film and broadcast studios in Florida and Chicago, then branched into creating 3D art for video games. Some of Matt's credited titles include theMedal of Honor series, RTX Red Rock, and Secret Weapons Over Normandy. He is currently working on several cutting edge projects for multiple platforms.
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Product details
- Publisher : New Riders Pub; 1st edition (March 1, 2004)
- Language : English
- Paperback : 352 pages
- ISBN-10 : 0735714096
- ISBN-13 : 978-0735714090
- Item Weight : 1.62 pounds
- Dimensions : 8.25 x 0.75 x 10 inches
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Best Sellers Rank:
#554,373 in Books (See Top 100 in Books)
- #210 in Digital Video Production (Books)
- #345 in Computer Graphics
- #357 in Game Programming
- Customer Reviews:
Customer reviews
Top reviews from the United States
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The book covers a number of fairly basic topics regarding art creation for video games. Some of what is discussed includes: gathering reference, modeling theory, texturing, lighting, user interface, and tips and tricks. It became clear a few short chapters in that this book was really geared at beginners. I mean total beginners, as in still in high school, no experience whatsoever. Had it not been so dated, I could still recommend it to high school students. The only problem is that a lot of the content is not very useful anymore. He talks a lot about things like vertex lighting (saying per-pixel lighting is to intensive for real-time use), faked shadowing using square/circle textures, planar reflection by duplicating and flipping geometry, etc. These are all pre-shader era techniques and are somewhat amusing to look back on.
Omernick refers to the Playstation 2 a lot (the popular console at the time) and makes some interesting predictions about what the “next generation” (now the last generation) would be able to do. Clearly the guy has worked in the industry and knows what he is talking about. It’s just that the state-of-the-art has advanced considerably in the past 10 years, and this book does not stand the test of time. However, I did learn a trick or two regarding texture creation (which fundamentally has not changed much) so I don’t feel too bad about spending a few days reading this book.
Unfortunately I don’t think I could recommend this to anyone at this point, given the beginning level and dated content. No worries, on to the next book.
This book talks about making art assets for games, period. So when he talks about making various pieces of art, he always puts it in the context of how it will be used in an actual game. Most of his points are illustrated with color photos of very popular games that the author has worked on (e.g. Metal of Honor).
The book offers mostly theory, but the author isn't afraid to get his hands dirty either. Every once in a while to illustrate a point he offers very detailed, step by step instructions on how to do something (mainly using Maya, 3ds Max, or Photoshop). In this regard, users who use those tools will probably get a little bit more out of the book then those who use alternate tools, but most of the book is theory and general discussion.
A lot of books I've been reading lately have been very "heavy" in terms of trying to cram so many facts into each page that I find myself counting down each page to the end of the chapter. Not this book. I find the pages turn a lot more easily and quickly in this book, and it is actually an enjoyable as well as informative read.
Top reviews from other countries
I used this book to learn the methods and apply the techniques to my own projects at the same time, i personally got the most out of the normal map creation tutorials. Since buying this book i have gone on to other books and understood them i think better for first working though this book in the beginning.
Also alot of books have been how to model, texture etc in max or maya, but this book is targetted on how to create models textures etc for use in games.
A very good book and one that i would most recommend to someone that was a beginner out of my whole collection, its a great 1st stepping stone book, and one that i have actually gone back to again to refresh my memory on certain techniques etc.
Ich habe durch dieses Buch einige sehr nützliche Tipps und Tricks in Erfahrung bringen können, mit Hilfe derer ich nun mit Photoshop und Maya effektiver arbeiten kann.
Der Autor geht dabei nicht wie in anderen Fachbüchern darauf ein, wie die einzelnen Programme genau zu bedienen sind, sondern veranschaulicht Vorangehensweisen, die man als Gamedesigner und als Gameartist allgemein in jedem Programm anwenden kann.
Dabei ist die Sprache sehr einfach und verständlich gehalten, so dass kein großes Vorwissen an Fachsprache in diesem Bereich nötig ist und sich jeder sofort gut zurecht finden kann.
Der Autor behandelt dabei Themen über die Programme 3Ds Max und Maya von Autodeks und Photoshop von Adobe. Allerdings lassen sich die genannten Tipps und Tricks nicht nur auf diese Programme beschränken sondern sind zum Teil Ratschläge aus dem Alltag eines Gamedesigners und Gameartist die dabei helfen, Vorangehensweisen an ein bevorstehendes Projekt zu vereinfachen.
Durch das Buch habe ich einige nützliche Dinge im Bereich boxed modeling, texturing, lightning, spezial effects und der Verwendung von Alpha maps in Erfahrung bringen können,die ich als Game Arts Stundent nun selber erfolgreich anwenden kann.
Allerdings sollte man nicht erwarten, dass einem erklärt wird wie man genau bei bestimmten Situationen vorzugehen hat , denn der Autor führt den Leser nur in die richtige Richtung. Wer wissen möchte, wo eine bestimmte Funktion für ein bestimmtes Programm zu finden ist, sollte sich das dafür spezielle Handbuchbesorgen.
Einige wenige Aspekte indiesem Buch sind zwar schon überholt da die Erstveröffentlichung bereits 2004 war und Spiele teilweise schon neuere Technoligien benutzen als hier beschrieben,
größtenteils jedoch werden Aspekte angesprochen, die heutzutage genau so noch in der Gamesbranche von Bedeutung sind.
Daher würde ich dieses Buch jedem empfehlen, der als Gamedesigner oder Gameartist einsteigen möchte und dabei von Anfang an nützliche Tipps für ein erfolgreiches Arbeiten erhalten möchte.
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