The new edition of 3D Game Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects.Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.
I was born in New Orleans, LA and moved to Central California for a while. I now live in Georgetown, Texas.
I am a successfully published author of both fiction and nonfiction. Many of my nonfiction books are in their 2nd, 3rd, and 4th editions.
I am a lifelong artist and prop builder. I have created countless websites, logos, murals, and more. I have decades of professional game development experience in lead positions; designer, producer, and art director that range from AAA first person shooters to mobile and web-based games. I am expert in Photoshop and various game editors.
provides a solid introduction to using photoshop to create texture images for 3D Computer Graphics/Video Game development. One of the best books I've found on the subject.
Even though I'm not a Photoshop user, I still expected to be able to follow along in a different graphics application (Gimp, Krita, ...). However, this book is more of a 'follow these steps to get some effect' without actually explaining what each of the steps is supposed to accomplish (or show pictures for each step).
I liked chapters 1-4 since these chapters contain general information and are great to give you an idea of terms and effects you should look in to.
Also, this version of the book (from 2016) is rather outdated as far as the final results go (as can be expected).