Five: The Sci-fi Setting
This is the first tutorial chapter. The sci-fi scene looks complex due
to the geometry and effects present, but in actuality the texture set
is very simple. We will start by taking from the concept sketch ideas
for the base materials we will create for the scene and from that
base build a simple and versatile set of textures. This method
produces textures that can be used in various ways and are
designed to be used with the newer technology coming out
(shaders like bump and normal mapping, etc.).
Six: The Urban Setting
In this chapter we will learn to work more faithfully to the detail in a
concept sketch or any reference material that may be given to us.
When you create textures for a game environment, you are usually
creating them for a world that has been thought out, detailed, and
developed to the point that showcasing your creativity is not the
primary goal of your work. You are showcasing your talent and
ability to recreate what you see in the materials in front of you. We
will build a set of textures as they were traditionally created, in sets:
base, wall, floor, and ceiling. This chapter focuses on breaking out
not only the base materials that need to be created for a scene,
but also the detail textures as well. Even though this approach is
falling by the wayside due to technological advances, it is still an
applicable skill to many games and applications and a good skill to
have when you are required to work with more advanced
technology. We always start with the basics to build a material
(shape, color, texture) and build detail on top of that. What you end
up with is a full texture set that is easily altered and built upon.
By the end of the chapter you will have created all the textures
needed for the urban environment as seen in the concept sketch.
Seven: The Fantasy Setting
This is a long chapter, so be ready to pace yourself. This chapter
combines the creation of many high-detail textures that are used in
a high polygon-count scene. We will use the Path Tool in Photoshop
to create the fancy curves you see in the scene, and we will do some
basic hand painting that will produce great results. Finally, we will
look at the process of creating the textures used in a shader.
Eight: The Outdoor Setting
In this chapter we will create a set of textures for a forest that can
be altered to look spooky, friendly, or fanciful. Using the basic
approach presented here to break out the elements of an outdoor
scene, you can also create a similar set of textures for any outdoor
environment; jungle, desert, etc. I will also introduce the use of
photo source in texture creation. I mentioned in the very beginning
of the book that the use of photo source to create textures is not
INTRODUCTION xv