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Texturing books

  • marque_pierre
  • April 17, 2005 at 11:03 PM
  • marque_pierre
    • April 17, 2005 at 11:03 PM
    • #1

    How come there are no good texturing books?

    Or do you know of any I haven't bumped into?

    This one http://%7boption%7d gives a good overview I think, but I still feel like something was missing, and it is certainly not very games specific.

    This one http://%7boption%7d was more about mapping coordinates and projection math than anything else...

    According to the author, this one http://%7boption%7d will not benefit you outside Lightwave 3D...

    This could have been good http://%7boption%7d but as it happens, it is a total ripoff of amateur work (in my humble opinion).

    This one deserves more praise http://%7boption%7d but as it also serves as an intro to Photoshop, then it is limited what the advanced Photoshop user gets out of it.

    Even though this one has only 2 texturing specific chapters, I still feel it is the one I have learned the most from http://%7boption%7d

    Any takers?

  • DaanO
    • April 18, 2005 at 12:44 AM
    • #2

    That's a really nice overview, might try getting one of those.

  • marque_pierre
    • April 18, 2005 at 2:02 AM
    • #3

    Aaaarrrgggghh! I wanted advice! Since we are on the topic - wishful thinking. What would a perfect texturing book be like for you?

  • DaanO
    • April 18, 2005 at 2:50 AM
    • #4

    Well, i got myself a good book just about Photoshop, not specifically about texturing. Like ginsengavenger once said, a lot can be learned by just fiddling around in Photoshop and practising a lot, but there are some advanced techniques that need to be taught. I really agree, that's what books can be useful for. So i would most definately not get the book that is just an introduction to Photoshop but i'd go for the most advanced book you can find. As long as it is about making textures for levels. CG Texturing is just something different, i doubt refraction maps will be used for levels anytime soon.

  • DaanO
    • April 18, 2005 at 3:49 AM
    • #5

    ack ;x

    Didn't realise things were that advanced in level texturing now. Anyway, then just get the most awesome advanced book on texturing you can find.

  • kleinluka
    • April 18, 2005 at 4:18 AM
    • #6
    Quote from DaanO

    Well, i got myself a good book just about Photoshop, not specifically about texturing. Like ginsengavenger once said, a lot can be learned by just fiddling around in Photoshop and practising a lot, but there are some advanced techniques that need to be taught. I really agree, that's what books can be useful for. So i would most definately not get the book that is just an introduction to Photoshop but i'd go for the most advanced book you can find. As long as it is about making textures for levels. CG Texturing is just something different, i doubt refraction maps will be used for levels anytime soon.

    Actually texturing for movies and texturing for games (next-gen) is not THAT different anymore. One of the major differences is that you are restricted by resolution and memory sizes in games and that everything has to be able to run in real time and on different hardware configurations whereas in movies everything is rendered in layers and you dont really have to worry about all these things.

    However, games are already using refraction and more advanced shaders TODAY. There's no real difference between "texturing levels" and "texturing objects" anymore because objects/meshes/props now make up the biggest part of architecture and visual detail in levels. The only BSP textures I can think of right now would probably be flat walls/grounds/ceilings that tile.

    Things are changing really rapidly in this industry, its quite amazing. If you don't adapt and stick to old skool game art, you'll be left behind VERY FAST.

  • DaanO
    • April 18, 2005 at 3:29 PM
    • #7

    Well, i can only say that i was very wrong about this so thanks for the information. /starts toying with shaders

  • marque_pierre
    • April 18, 2005 at 4:33 PM
    • #8
    Quote from kleinluka

    Things are changing really rapidly in this industry, its quite amazing. If you don't adapt and stick to old skool game art, you'll be left behind VERY FAST.

    So Klein, can you give us some examples of the info+techniques you need to master now and in the future, compared to the traditional low poly old school games art stuff?

  • Kedhrin
    • April 25, 2005 at 2:19 AM
    • #9

    yeah KLEIN AND PHILIPK

    i know the art, i just don't know the techniques, so if i learned them i might have a good time making textures.

    plz tell.

    it will help my career

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