(Ebook) Game Art For Teens by Les Pardew ISBN 1592003079 PDF Download
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This book is dedicated to all the young artists.
Keep the dream alive.
Without art, much of beauty would be lost.
You are needed.
Acknowledgments
Introduction...............................................................................................................xi
Chapter 1
Getting Started in Game Art.....................................................................................1
Chapter 2
2D Artwork in Games ..............................................................................................23
Chapter 3
2D Animation ...........................................................................................................55
Chapter 4
Introduction to 3D ...................................................................................................67
Chapter 5
Building Game Interiors ..........................................................................................95
Chapter 6
Lighting and Reflections .......................................................................................123
Chapter 7
Building Environments in NURBS..........................................................................145
Contents at a Glance vii
Chapter 8
Building Game Objects ..........................................................................................169
Chapter 9
Building Characters Part 1: The Head...................................................................191
Chapter 10
Building Characters Part 2: The Body ...................................................................213
Chapter 11
3D Animation .........................................................................................................241
Chapter 12
Specialized Geometry and Special Effects............................................................263
Index .......................................................................................................................281
Contents
Chapter 3 Chapter 6
2D Animation . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Lighting and Reflections . . . . . . . . . . . . . . . . .123
How Does Animation Work? . . . . . . . . . . . . . . . . . . . . .55 Real-Time Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . .123
Creating a Simple 2D Animation . . . . . . . . . . . . . . . . . .56 Point Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Creating Character Animation . . . . . . . . . . . . . . . . . . . .61 Directional Light . . . . . . . . . . . . . . . . . . . . . . . . .124
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Ambient Light . . . . . . . . . . . . . . . . . . . . . . . . . . .124
Colored Light . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Preset Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125
Chapter 4 Real-Time Reflections . . . . . . . . . . . . . . . . . . . . . . . . . .139
Introduction to 3D . . . . . . . . . . . . . . . . . . . . . . .67 Specularity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139
The 3D Art Program . . . . . . . . . . . . . . . . . . . . . . . . . . .67 Environment Maps . . . . . . . . . . . . . . . . . . . . . . .140
Building 3D Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . .67 Rendered Reflections . . . . . . . . . . . . . . . . . . . . .141
Building a 3D Castle . . . . . . . . . . . . . . . . . . . . . . . . . . .68 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Building the Walls . . . . . . . . . . . . . . . . . . . . . . . . .78
Texturing the Castle . . . . . . . . . . . . . . . . . . . . . . .88
Finishing the Castle . . . . . . . . . . . . . . . . . . . . . . . .92 Chapter 7
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Building Environments in NURBS . . . . . . . . . .145
What Are NURBS? . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Creating a Racecourse . . . . . . . . . . . . . . . . . . . . . . . . .145
Chapter 5 Adding Scenery Elements to the Racecourse . . . . . . . .158
Building Game Interiors . . . . . . . . . . . . . . . . . . .95 Level of Detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
Building the Interior . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Prelighting the Racecourse . . . . . . . . . . . . . . . . . . . . .165
Building the Columns . . . . . . . . . . . . . . . . . . . . . . . . .104 Building Skyboxes . . . . . . . . . . . . . . . . . . . . . . . . . . . .165
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168
x Contents
Chapter 8 Chapter 11
Building Game Objects . . . . . . . . . . . . . . . . . .169 3D Animation . . . . . . . . . . . . . . . . . . . . . . . . . .241
Types of Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169 How 3D Animation Works in Games . . . . . . . . . . . . . .241
Naming Conventions . . . . . . . . . . . . . . . . . . . . . . . . . .170 Character Animation . . . . . . . . . . . . . . . . . . . . . . . . . .246
Building a Game Object . . . . . . . . . . . . . . . . . . . . . . . .170 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .262
Moving Parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190
Chapter 12
Specialized Geometry and Special Effects . . . .263
Chapter 9 Creating Specialized Geometry . . . . . . . . . . . . . . . . . .263
Building Characters Part 1: The Head . . . . . . .191 Collision Maps . . . . . . . . . . . . . . . . . . . . . . . . . . .263
The Human Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 Triggers and Other Invisible Objects . . . . . . . . . .270
Building the Head . . . . . . . . . . . . . . . . . . . . . . . . . . . .192 Creating Special Effects . . . . . . . . . . . . . . . . . . . . . . . .271
Facial Animation Elements . . . . . . . . . . . . . . . . . . . . .206 Particle Effects . . . . . . . . . . . . . . . . . . . . . . . . . . .271
Finishing the Head . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 Creating Particles . . . . . . . . . . . . . . . . . . . . . . . .278
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .211 Animated Billboards . . . . . . . . . . . . . . . . . . . . . .278
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .279
Chapter 10
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .281
Building Characters Part 2: The Body . . . . . . .213
Building Hands and Feet . . . . . . . . . . . . . . . . . . . . . . .225
Adding the Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . .230
UV Mapping a Character . . . . . . . . . . . . . . . . . . . . . . .233
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .240
Introduction
Getting Started
in Game Art
reading this book, I will assume that tools by reading the instructions that
the smallest controllable segment of a screen resolutions will increase and light in the room. On the other hand,
display. Back when computer games individual pixels will be harder to when a person looks at the same
first came out, the resolution of detect. painting displayed on a color monitor
video-game pixels were very low and or TV he is looking at direct light, not
Pixels are small dots of colored light
appeared as big blocks of color. As reflected light (see Figure 1.3).
that make up pictures on a computer
technology has advanced, the size of
screen. This is very important. In tra- Reflected light is not as bright and
pixels has shrunk to the point that in
ditional art, artists work mostly with vibrant as direct light; however, we
some game systems it is difficult to see
the reflected light of a painted surface. live in a world of reflected light. When
a single pixel.
For games, artists work with pure you are creating game art, it is impor-
Figure 1.1 shows a character typical of light as it is displayed on a screen tant to remember that the art will
those used in early PC games. The instead of painting on a canvas. This look unrealistic or cartoon-like if you
character is 32 pixels high. Notice that fundamental difference takes a little don’t take care to reduce the intensity
the pixels are very easy to see. getting use to, particularly in the area of the color to match how things look
of color. in real life.
Figure 1.2 shows a scene from a
PlayStation 2 game. Notice that the A game artist uses colored light to cre-
pixels are so small that they are very ate images. Most other forms of art Working with Pixels
difficult to distinguish as small blocks use reflected light. For example, when Artists use a variety of computer pro-
of light. As new game platforms con- a person looks at an oil painting, he grams to work with pixels on the
tinue to become more powerful, sees colors that are reflected from screen. These programs fit into two
Hint example, an artist might start a pic- When the drawing is complete, the
The purpose of this initial chapter is not ture by sketching in a rough outline next step is to clean up all the excess
to train you in all aspects of the tools with a pencil brush. lines. Painter has an Eraser tool,
that will be used in this book; rather, I which works much the same as a
The following example uses Corel
want to give you a quick example of brush except instead of adding lines
how the programs will be used. Greater Painter. Painter is a great program
or color, it removes the lines and
detail on each art program will be pro- with a very powerful set of drawing
returns the image to its original color.
vided later in the book. and painting tools.
Figure 1.6 shows a finished line draw-
Figure 1.5 shows a sketch of a young
ing of the character. Now you need to
boy for a sports game. Notice the
add color to complete the drawing.
Using Brushes sketchy outlines. In this example, the
Save the line sketch to a file for later
boy is first drawn lightly with mini-
Painting programs simulate natural use.
mal pressure put on the stylus. Once
drawing and painting with a set of the general shape is defined by these Painter also has a Magic Wand selec-
tools called brushes. Imagine a fully loose outlines, the darker lines are tion tool, which will select all
equipped artist studio with all the lat- added to the drawing.
est tools and media. In the studio you
might see things like watercolor Some artists prefer to
brushes, oil paint brushes, pastel draw their initial
chalks, airbrushes, and any number of sketches on paper
other artist tools. Now imagine all and then scan them
those tools and media in a painting into the computer;
program. That is exactly what a paint- other artists work
ing program is meant to simulate. directly on the com-
puter. I like to sketch
In a painting program, the brush by working directly
defines not only the type of instru- on the computer
ment the painting program is trying because it saves me
to simulate, but also the media. several steps in pro-
Painting programs allow for a wide duction.
range of flexibility in the brushes. For
Figure 1.5 Character sketch of a young boy
Using Brushes 5
Figure 1.7 The selected area is painted using the Airbrush tool. Figure 1.8 The color has obscured the lines of the drawing.
6 Chapter 1 ■ Getting Started in Game Art
Photo Paint Programs Finishing the Character putting the two together or by layer-
A photo paint program is designed
Sketch ing one on top of the other, you can
Because Photo Paint has some very create a finished colored character
for photo manipulation and retouch-
powerful tools for color adjustments, sketch. The first step will be to copy
ing. Some artists use them for creat-
it is an excellent choice to finish the and paste the colored sketch over the
ing art, but I find painting programs
character sketch you started in the line drawing.
work better for the former purposes.
The CD for this book includes a link painting program. Load the two Next you use the Transparency tool to
to the CorelDRAW suite; one of the images of the character into the pro- make the desired color appear trans-
programs in the suite is Corel Photo gram. parent so the line drawing shows
Paint. This is an excellent program Figure 1.9 shows the two images I cre- through it (see Figure 1.10). As you
for working with photographs or ated earlier. The one on the left is the might have guessed, the Transparency
drawings. original line drawing; the one on the tool is used to make an image trans-
right is the colored drawing. By parent.
Figure 1.9 Load the two images of the character into Photo Figure 1.10 The line drawing shows through the transparent
Paint. color.
Photo Paint Programs 7
Figure 1.11 The finished character sketch Figure 1.13 Select the door from the picture.
8 Chapter 1 ■ Getting Started in Game Art
Figure 1.14 Distort the door to fit a flat rectangle. Figure 1.16 Adjust brightness and contrast to lighten the door.
Photo Paint Programs 9
The door looks better now that it is when the lower door is brightened, top. I also don’t want to simply copy
brighter, but the lighting is still the lighter parts of the door toward the bottom of the door into the old
uneven. The top of the door is lighter the top become too bright, and you image because it will cause a notice-
than the bottom. In fact, the bottom lose much of the door’s detail. able line between the old and new art.
of the door is obscured in shadows.
The next step is to give the new, Using the Linear Transparency tool in
You can even out the lighting of the
brighter top image a linear trans- Photo Paint, you can make the top of
door by making a new image that is
parency. In a linear transparency, an the new door transparent and the
lighter and merging the two images.
image is completely transparent on bottom opaque. The transition from
You make the new image by copying one side and completely opaque on the opaque to the transparent is grad-
the door and pasting it over the old the other. The transparency is graded ual, so when you place the new image
image. Now there are two images of evenly from the transparent side to over the old image it appears to be
the door—one directly over the other. the opaque side. In this example, the one image. The lighting of the bottom
You then brighten the top image so top of the new picture is washed out of the door is now even with the top
the shadowy lower door is as light as because I brightened it to make the (see Figure 1.18).
the rest of the door in the original pic- bottom of the door less dark. I want
ture (see Figure 1.17). Notice that the bottom of the door but not the
Figure 1.17 Brighten the new image to match the rest of the door. Figure 1.18 You can merge the two images to even the lighting.
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