Download PDF Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

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Download PDF Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

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Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques


Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques


Download PDF Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

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Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

About the Author

Andrew Gahan is a leading industry expert in next generation consoles and digital gaming. His roles have included Senior Artist, Lead Artist, Art Manager, Art Director, Art Outsource Manager, and Producer. Andrew is an expert in all gaming tools for commercial game development, including: 3ds Max, Maya, Photoshop, XSI, Gen Head, Z Brush, Mud Box, and Poly-boost (as well as other 3ds max plug-ins).During this time Andrew has worked on 14 standalone published games as well as sequential spin-off products; as well as developing a number of military training systems for the Warrior - Armoured Fighting Vehicle, Harrier and Tornado aircraft. In the last decade Andrew has been involved in recruitment and development of artists, including theoretical and practical training. Andrew has been a freelance consultant helping companies to develop and improve tools and applications that are used by artists in the digital gaming industry.Andrew is currently a visiting speaker and advisor at Liverpool John Moore University for the MA digital games course; and is an external advisor at the University of Bolton, supporting the development of their forthcoming 3D related courses. Andrew has judged the Independent Games Festival for the past 2 years. He has been a visiting speaker at Liverpool John Moore University since 2005, and will also be a speaker at the University of Bolton for the forthcoming 3D Games Modeling course.Andrew Gahan has given numerous media interviews, of which a recent selection is given below: 15 December 2007. Interview with Gamasutra magazine Media consumption: MotorStorm's Andy Gahan.Television interview for 1-up.com with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference) in the Sony Store for the launch of MotorStorm.Television interview for GamerTV with Pete Smith (Executive External Producer, SCEE (Sony)) in San Francisco, during GDC (Game Developer Conference)

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Product details

Paperback: 624 pages

Publisher: Focal Press; 1 edition (November 13, 2008)

Language: English

ISBN-10: 024081147X

ISBN-13: 978-0240811475

Product Dimensions:

7.5 x 1.2 x 9.5 inches

Shipping Weight: 2.9 pounds (View shipping rates and policies)

Average Customer Review:

3.2 out of 5 stars

4 customer reviews

Amazon Best Sellers Rank:

#165,282 in Books (See Top 100 in Books)

I bought this book a little while after getting into game art around 2009. I didn't know much about art back then, but this book still disappointed me when I got my hands on it. A lot of the tutorials were made by some unskilled artist, and each section (maya, max, zbrush, etc.) didn't help me at all. They aren't selling a book on how to create art, it's a book on how to use some features of each program.Go to polycount, zbrush central, or cghub, you'll learn more just from looking than from this book.How do I know what I'm talking about? I'm currently working as a 3d environment artist in the games industry.

This book is an old book that contains older versions of Maya, 3Ds Max, and ZBRUSH. It's not worth the amount charged because of the old knowledge this book contains.

I gave this book as a Christmas present to my son. He is studying Computer Science /Multimedia and chose this on his wish list

Really glad I bought this book as it explains parts of the game asset creation that are often over looked by other books. The chapters on specular lighting and normal map creation where particuarly usefull and explained everything in a detailed and informative way. With chapters on Maya, Zbrush and Max this book pretty much covers everything I needed to know to get my portfolio up to a proffesional standard.I have purchased many books over the years on game asset creation but this one has never been put on the shelf and resides beside my computer as I am constantly refering to it.

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Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques PDF

Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques PDF

Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques PDF
Game Art Complete: All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques PDF