"As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio." - Advanced Photoshop "Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre." - Advanced Photoshop, April 2006 "This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information." - Apogee Photo Magazine, August 2006
"As well as the design angle of creating artwork for games, this book also tackles the business side of creating artwork for commercial purposes, making it a wonderful insight into the world of the professional games artist. After reading this you'll have a far better understanding of what it takes to become successful in the games world, and it will give you the opportunity to begin building a stunning profolio." - Advanced Photoshop
"Discover how to design bullet holes, flames, windows and walls - all the effects that are an essential for today's videogame - with easy-to-follow tutorials. There are a variety of different themes explored throughout this book, covering anything from urban street scenes to the fantasy genre." - Advanced Photoshop, April 2006
"This book can help anyone become a better texture professional...Ahearn's book can and help you become a much better artist, even if you never did much texturing before...The details are simple, but they give anyone who has no Photoshop experience a better idea of what to do. A more experienced reader can gain an in-depth look at how to add improved texture to his projects. 3D Game Textures is a great book for beginners who would like to learn about textures for 3D art. No one should have a problem understanding and using this easy-to-comprehend information." - Apogee Photo Magazine, August 2006
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坦率地说,我最初购买这本书是带着一丝怀疑的,毕竟市面上关于Photoshop教程的书籍汗牛充栋,很难说哪一本真正能带来质的飞跃。然而,这本书的实战性令人刮目相看。它最突出的特点是其极高的“可操作性”——所有的理论知识都紧密地围绕着最终需要在游戏引擎中呈现的视觉效果展开。书中的每一个章节都仿佛是一套精心设计的关卡,每完成一个,你的工具箱里就多了一项可以立即投入实战的技能。特别是关于“角色皮肤”和“科幻金属装甲”的章节,作者采用了对比强烈的案例进行讲解,让读者清晰地看到不同材质特性对光照反馈的决定性影响。我尝试按照书中的流程去重制我过去的一个旧项目纹理,结果发现,仅仅是微调了高光和粗糙度贴图的处理方式,最终模型在Unity引擎中的表现就有了翻天覆地的变化,真实感瞬间提升了好几个档次。这不再是简单的教程,更像是一套经过实战检验的高效工作流程模板。
评分我接触过不少关于纹理艺术的教学资源,但很少有能像这本书一样,将“艺术性”与“工程化”结合得如此完美的。它巧妙地平衡了对艺术美感的追求和游戏开发对效率与规范的严格要求。书中介绍的许多小技巧,比如如何快速创建可平铺(Seamless)的纹理,以及如何使用通道信息来优化贴图内存占用,都是在实际外包或大团队协作中极其实用的“硬通货”知识。它不仅仅教你如何“画”出漂亮的纹理,更重要的是教你如何“构建”一个符合行业标准的材质资产包。对于一个独立开发者或者小型工作室的美术师来说,掌握这些能提高生产效率的关键技能,无疑是加速项目进度的重要因素。这本书的价值在于,它不仅提升了我的个人技能树上的“绘画”分支,更强化了我的“流程管理”和“资源优化”的工程化思维,使其成为我工作台上最常翻阅的工具书之一。
评分我必须承认,这本书的深度远远超出了我原本的预期,它不仅仅是一本“如何使用Photoshop”的工具手册,更像是一本深入洞察游戏资产创作哲学的心法秘籍。书中对材质的分解和重构过程,展现了一种近乎艺术家的严谨态度。例如,在讲解如何制作“风化的木材”纹理时,作者并没有直接给出最终效果的图片,而是花费了大量的篇幅去分析真实木材在长期风吹日晒后,纤维结构、霉变痕迹以及颜色衰减的层次变化。这种对细节的极致追求,让我开始重新审视自己以往粗糙的创作习惯。更让我印象深刻的是,书中穿插了许多业界资深美术师的访谈片段,他们分享的经验谈,比如如何平衡艺术表现与引擎性能之间的矛盾,这些“幕后花絮”极大地拓宽了我的行业视野。对于已经有一定基础的进阶用户,这本书提供的那些高级技巧,如Substance Designer与Photoshop的协同工作流的优化,绝对是值得反复研读的。
评分这本关于3D游戏纹理制作的书籍,对于我这种刚踏入游戏美术领域的新手来说,简直就是一本醍醐灌顶的宝典。它的内容编排逻辑性极强,从最基础的Photoshop界面布局和常用工具讲解开始,循序渐进地引导读者进入纹理艺术的世界。我特别欣赏作者在讲解过程中,那种既专业又不失亲切感的叙事方式。他没有堆砌晦涩难懂的技术术语,而是用大量贴近实际工作流程的案例来阐述复杂的概念,比如如何通过图层混合模式模拟出金属的磨损感,或者如何利用滤镜效果快速生成岩石表面的自然凹凸。书中的步骤分解得非常细致,即便是初学者也能跟着操作,最终做出令人眼前一亮的成果。对我而言,最宝贵的收获是理解了“PBR”(基于物理渲染)材质的核心思想,这彻底改变了我对传统贴图制作的看法,让我明白了纹理不仅仅是颜色和图案的堆砌,更是一种对光照和材质物理特性的模拟。这本书的价值远超其价格,强烈推荐给所有对游戏纹理设计感兴趣的朋友。
评分这本书的装帧和图文排版也值得称赞。在技术书籍中,清晰的视觉引导至关重要,而这本书在这方面做得非常出色。大量的全彩高分辨率插图,不仅展示了最终效果的震撼力,更重要的是,它们精确地标注了每一步操作对应的图层状态或参数设置。这避免了传统书籍中“文字描述与实际操作不匹配”的尴尬局面。阅读体验非常流畅,即使是面对复杂的法线贴图生成流程,配合书中的图示,也显得井井有条,逻辑清晰。此外,作者对于“创意发散”的引导也十分到位,他鼓励读者跳出软件本身,去思考“为什么这个材质应该看起来是这样”,而不是被软件的预设功能所束缚。这种强调设计思维而非纯粹技术堆砌的理念,让我对这个行业保持了更长久的激情和探索欲。对于那些追求视觉品质和阅读体验的用户来说,这绝对是一本值得收藏的硬核参考书。
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