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2D Artwork and 3D Modeling for Game Artists (Premier Press Game Development (Software)) [Paperback]

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Item description for 2D Artwork and 3D Modeling for Game Artists (Premier Press Game Development (Software)) by David Franson...

Take your games to the next level! 2D Artwork and 3D Modeling for Game Artists is the perfect stepping stone for beginning or intermediate game artists entering the gaming industry. This book will show you how to create models, arrange U-Vs, generate textures, then finalize your models for use with a video game engine. By the time you're finished, you'll have added your work to a live video game. Use this book to develop your skills as a game artist, then let your imagination run wild and see where it takes you!

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Item Specifications...

Pages   720
Est. Packaging Dimensions:   Length: 9.12" Width: 7.39" Height: 1.54"
Weight:   2.58 lbs.
Binding  Softcover
Release Date   Nov 27, 2002
Publisher   Course Technology PTR
ISBN  1931841330  
ISBN13  9781931841337  
UPC  082039541334  

Availability  0 units.

More About David Franson

Register your artisan biography and upload your photo! Franson has been a professional in the field of networking, programming, and 3D graphic arts since 1991.

David Franson currently resides in Chester.

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Product Categories

1Books > Special Features > New & Used Textbooks > Computer Science & Information Systems > Graphics & Visualization
2Books > Subjects > Computers & Internet > Computer Science > Software Engineering > Information Systems
3Books > Subjects > Computers & Internet > General
4Books > Subjects > Computers & Internet > Graphics & Illustration > General
5Books > Subjects > Computers & Internet > Web Development > HTML, Graphics, & Design > Web Graphics
6Books > Subjects > Entertainment > Games > General
7Books > Subjects > Entertainment > Games > Video & Electronic Games

Reviews - What do customers think about 2D Artwork and 3D Modeling for Game Artists (Premier Press Game Development (Software))?

Not worth your time  Jul 15, 2006
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. this site 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.

The only thing that would make this book of any value to an experienced artist is the collection of nearly 500 royalty free photos intended for use in your own textures. To some, these are probably worth the price on their own, but they're photos that would be easy for someone to take on their own. Think twice about buying this book.
Very cool, very detailed  Jul 23, 2005
This book covers everything, from character creation, bones rigging, texturing of the character (and hundreds of general textures using Photoshop). The book uses 3DS Max 7 and Photoshop 7, expensive, but I've found that game companies use those avidly (or Maya, but not as much). Price is high for those but get a demo or hacked copy. The author covers character creation almost entirely, including export to the Torque game engine. The only down side is he doesn't include animation, but I guess that's a subject for another book. I hear he's writing a character book that will include this as well. Very cool book, A+.
Liked it - but wish it wasn't TrueSpace specific  Apr 20, 2005
I was really excited when I got this book and could tell it was exactly what I needed since all aspects of making art for games was a mystery to me. However, I was disappointed that to go along with the tutorials, you had to use a TrueSpace demo or lay out the hundreds of dollars for the full program. The demo doesn't let you save anything, so that makes it very difficult when you're a complete newbie.

Every time you make a mistake, especially in undoable operations like Boolean operations, you have to start ALL the way over. :(

I would've preferred that the author used one of the more prevalent programs like Max or Maya - it made the learning curve even tougher, having to first learn TrueSpace before being able to do the tutorials in this book.

As I say - I'm glad I bought it, but it would've been MUCH more helpful to have been able to use a program/demo where I could save what I'm working on.
Lots of info, requires lots of software though  Sep 10, 2003
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. Why switch between the two programs when one can do both tasks? 3ds max 5 costs an arm and a leg (around $3,105.00), but can do EVERYTHING that TrueSpace & DeepUV combined can do. The full, retail (useable) version of DeepUV costs $795.00.

If you don't believe me about UV mapping for characters in video games using 3ds max, then check out the book "Mastering 3DS MAX 4" which has a section on modeling a character then UV mapping it just like it is done in DeepUV. DeepUV is a complete waist of money if you own a copy of 3ds max 4 or higher.

Now when texturing you use two different programs, Deep Paint 3D 2.0 and Adobe Photoshop 6. Both programs are equally good and equally powerful, though Photoshop is much more popular. I do not understand why he spreads tasks out across the two programs when he could have done just about everything in one program or another without using both programs. Deep Paint 3D 2.1 costs $995.00! Adobe Photoshop 7 costs you about $609.00!

See what I'm getting at? You gotta have a fortune to spend on graphics production software in order to fully and completely follow along with this book and to be able to do ANYTHING productive with the information you've learned after reading the book, especially if you are a game programmer like me who has to make 3d models, then texture them and plug them into a 3d rendering engine.

You can do anything and everything this book covers by having a full version of just two peices of software, Adobe Photoshop 7 and 3ds max 4 or higher. That's it...that's all you need. Buying two 3D modelers, a program for UV mapping, and two texture paint programs is a waist of a whole lotta money. I understand the good it can do because one program can essentially be better at one task than a similar program can, but how many of us hobbiests have over $6099.00 to spend on software to follow in the footsteps of the book author? Not me, certainly.

If the book was designed with the hobbiest or budding superstar in mind then it would have focused all it's attention on production software that doesn't require you to be a zillionare. In fact another software program out there, Jasc Paint Shop Pro 8 can also be used for making game quality textures and 2D sprite art very much like Photoshop 7 or Deep Paint 3D 2.1 but it only costs about $100.00 for the full retail version. And then there's 3D modeling software like Milkshape 3D which is also VERY cheap in comparison to 3ds max, Maya, Lightwave, TrueSpace, Cinema 4DL, etc. And the best thing about Milkshape 3D is that it was made specifically for making game-only 3D models (originally made for the game Half-Life).

Don't get me wrong, I do like a lot of things about this book. The book does a good job of showing you how to use an array of different programs and how to effectively use them for making game art such as 2D textures and 3D models and how to prepare those models for use in a game engine, and it even includes a demo game engine to plug your models into. But just be warned that owning those programs isn't necessary to make quality 2D and 3D artwork for games, but IS required to follow along with the book completely. You can "work around" with the book using the demos that comes with the CD, but don't get too excited because you can't even save your TrueSpace 3D models anyways, so how are you going to get the models into 3ds max 5 for further manipulation and game prep?

liked it a lot  Jul 10, 2003
totally cool book i got lots out of it. texturing was great too. got me totally into making models and using teh torque game engine. i think this book is killer so far

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