Skip to main content
Taylor & Francis Group Logo
    Advanced Search

    Click here to search products using title name,author name and keywords.

    • Login
    • Hi, User  
      • Your Account
      • Logout
      Advanced Search

      Click here to search products using title name,author name and keywords.

      Breadcrumbs Section. Click here to navigate to respective pages.

      Book

      Complete Revision Guide for the MRCOG Part 2
      loading

      Book

      Complete Revision Guide for the MRCOG Part 2

      DOI link for Complete Revision Guide for the MRCOG Part 2

      Complete Revision Guide for the MRCOG Part 2 book

      SBAs and EMQs

      Complete Revision Guide for the MRCOG Part 2

      DOI link for Complete Revision Guide for the MRCOG Part 2

      Complete Revision Guide for the MRCOG Part 2 book

      SBAs and EMQs
      ByLuke Ahearn
      Edition 1st Edition
      First Published 2013
      eBook Published 5 May 2008
      Pub. Location New York
      Imprint Routledge
      DOI https://doi.org/10.4324/9780080569345
      Pages 400
      eBook ISBN 9780080569345
      Subjects Arts
      Share
      Share

      Get Citation

      Ahearn, L. (2013). Complete Revision Guide for the MRCOG Part 2: SBAs and EMQs (1st ed.). Routledge. https://doi.org/10.4324/9780080569345

      ABSTRACT

      The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.

      TABLE OF CONTENTS

      chapter |38 pages

      Orientation to Game World Optimizations

      chapter |27 pages

      3D Concepts

      chapter |32 pages

      Shaders and Materials

      chapter |5 pages

      Planning the Low Polygon Urban Environment

      chapter |49 pages

      Modeling the Large Urban Environment

      chapter |34 pages

      Texturing the Large Urban Environment

      chapter |5 pages

      Introduction to Natural Environments

      chapter |28 pages

      Introduction to Natural Environments

      chapter |48 pages

      Filling the World: Trees, Plants, Rocks, Water, and Sky

      chapter |62 pages

      Modeling and Texturing the Jungle Base

      chapter |34 pages

      Focus on the Futuristic Interior—Normal Maps and Multipass Shaders

      T&F logoTaylor & Francis Group logo
      • Policies
        • Privacy Policy
        • Terms & Conditions
        • Cookie Policy
        • Privacy Policy
        • Terms & Conditions
        • Cookie Policy
      • Journals
        • Taylor & Francis Online
        • CogentOA
        • Taylor & Francis Online
        • CogentOA
      • Corporate
        • Taylor & Francis Group
        • Taylor & Francis Group
        • Taylor & Francis Group
        • Taylor & Francis Group
      • Help & Contact
        • Students/Researchers
        • Librarians/Institutions
        • Students/Researchers
        • Librarians/Institutions
      • Connect with us

      Connect with us

      Registered in England & Wales No. 3099067
      5 Howick Place | London | SW1P 1WG © 2022 Informa UK Limited