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                               3D 
                                Game Art f/x & Design 
                                Author: Luke Ahearn 
                                Publisher: Coriolis 
                                ISBN: 1-58880-100-4 
                                Purchasing: [Amazon.Com] 
                                [Fatbrain.Com] 
                                - RRP US$49.99 
                                Reviewed: 13th October 2001 
                              Front 
                                Cover Shot: 
                              
                              Overview 
                              From 
                                the outset this looks to be an interesting book 
                                - it's well presented and has a CD with lots on 
                                it. It is also part of a comprehensive and rather 
                                large series of books from Coriolis 
                                - Generally they're creative 
                                books range, and more specifically it's part 
                                of their "f/x & Design" series. 
                                In the catalogue alone lists 46 books for the 
                                general series, with probably many more to come 
                                in the near future. The other obvious point to 
                                make here is that none of them are about programming, 
                                or anything programming related; it may now seem 
                                strange that I would be reviewing these books. 
                                But bare with me... 
                              The 
                                main reason I am covering these books is that 
                                they are applicable to the general development 
                                process - every game and every multimedia program 
                                is likely to need some artwork, maybe some music, 
                                and probably some sound effects. You may well 
                                be the most amazing programmer on the planet, 
                                but can you hold your own in a paint program? 
                                There's the counter argument to this as well - 
                                "Thats what Artists/sound engineers/musicians 
                                are for!", well if you are part of a small 
                                team (or even working solo), then you're going 
                                to need to be at least capable with the relevent 
                                programs. Which is where this series comes in 
                                handy. 
                              Not 
                                all of the books in this series are relevent to 
                                game/multimedia development - the books on "QuarkXPress" 
                                and "Dreamweaver" are hardly going to 
                                be of any direct use to a game designer (unless 
                                you want to make manuals, or a webpage that is...); 
                                however, the series covers several of the staple 
                                programs for game development. Where would many 
                                people be without good old Photoshop? (or it's 
                                cheaper rival Paint Shop Pro), what about 3D Studio 
                                Max? If you keep an eye on the commercial game 
                                development industry and read the articles on 
                                GamaSutra.com you will probably be aware that 
                                the programs just mentioned are the de-facto standard 
                                for creating game art. 
                               
                                Now, onto the review. 
                              The 
                                book that I have lined up for review today is 
                                title "3D Game Art f/x & Design". 
                                This book aims to give a broard overview of the 
                                tasks involved in creating 3D graphics and resources. 
                                A lot of the book hinges around the creation of 
                                textures for 3D environments, which, as many people 
                                will be aware, can make-or-break a good game/multimedia 
                                application. The rest of the book focuses on world 
                                creation - design, lighting, texturing etc... 
                              One 
                                of the most interesting aspects of this book, 
                                particularly from the programming point of view, 
                                is how they (the artists) go about making or acquiring 
                                textures for game media. I wont lie and say I'm 
                                a good artist, but I was fairly aware of how they 
                                went about their work; and whilst this book doesn't 
                                intentionally give an overview for dummies like 
                                myself, you can (and do) pick up a lot about the 
                                techniques of an artist just from reading it. 
                                I would fairly safely say that you could, after 
                                reading this book, go about collecting and processing 
                                game-quality graphics for yourself. 
                              The 
                                book itself is very easy to read - the text content 
                                is broken up by headings and sub-headings such 
                                that it doesn't feel like you're reading page-after-page 
                                of dense boring text. There are also plenty of 
                                images to explain what the author is talking about 
                                (including a section of glossy colour plate prints 
                                in the middle of the book), one good example of 
                                this is at the beginning of chapter 2. Here he 
                                goes about explaining how to convert a picture 
                                of a real-world location into a virtual 3D-World 
                                (it only discusses textures at this point though). 
                                The text describes the finer details, and then 
                                there is a double page showing the original photo 
                                of the real-world location, the base-textures 
                                generated from that picture, the basic simple 
                                3D world (geometry only), and then the same scene 
                                again but using all of the proper generated textures; 
                                perfectly illustrating what was said in the text. 
                              One 
                                of the later chapters in the first section discusses 
                                menus and the user interface; this makes for interesting 
                                reading - artist or not. So many times have I 
                                seen good games have ugly and difficult interfaces, 
                                whilst this book doesn't offer the perfect solution, 
                                I would be more than pleased if some developers 
                                took at least a few of his ideas onboard. It offers 
                                many little gems - such as the initial "Ten 
                                Usability Principles". The author uses "Unreal 
                                Tournament" (A game many will be familiar 
                                with) as a continuous case study of user interfaces, 
                                which is understandable as it does have a very 
                                good user-interface system. Whilst you may think 
                                of the user-interface as being a primarily programmer-related 
                                task, it would actually be much better suited 
                                to the artist/designer, as is shown in this particular 
                                chapter. Towards the end of this chapter the author 
                                goes about a unique example of his own - which 
                                again, is very interesting to read through - showing 
                                someone elses work is one thing, but explaining 
                                the process from start to finish is sometimes 
                                a much better approach.  
                              The 
                                included CD is a bit of a treat as well; with 
                                most computer books I've reviewed and/or own you 
                                tend to get a CD with 10 or so folders with 100's 
                                of files dumped in them. If you're lucky you get 
                                a readme file, if you're very lucky you get a 
                                little browser program to look through. Not with 
                                this CD though, it has a browser a readme file, 
                                a bonus chapter from "Photoshop 6.0 in depth" 
                                (all 142 pages of chapter 3), and a large image 
                                library of textures and base-textures for you 
                                to experiment with (and all the work-in-progress 
                                files for relevent chapters). The CD also contains 
                                a full version of the Genesis engine/library which 
                                is important, as the entire second section of 
                                the book is based upon it's usage (it would of 
                                been pretty stupid of them not to include it on 
                                the CD!). This CD isn't just something tacked 
                                on at the end of the book, it could be considered 
                                to be part of the book even - as it makes working 
                                through the book so much easier. 
                              Where 
                                Does it Fall Down? 
                              No 
                                book is going to be perfect, although some will 
                                be better than others. The only limitation to 
                                this book is it's audience really. Being a programming 
                                website I am assuming that I am mostly talking 
                                to programmers, or programming related persons 
                                - therefore, not necessarily interested in becoming 
                                a 3D games artist. Having said that, the book 
                                isn't really aimed at programmers - it's aimed 
                                at artists, and for them, it is a very good book. 
                                Even if you aren't a dedicated artist as such, 
                                and just dabble with art/graphics when you need 
                                them you will get a lot of information from this 
                                book. 
                              The 
                                other thing that disappointed me was the required 
                                basic skills. As I've said, I'm not an artist 
                                - and for that very reason, I found it quite hard 
                                to follow what was going on at times. One example 
                                that stuck out to me was when he went over converting 
                                a photo of a sign (taken with a digital camera) 
                                into a usable texture. It may not seem too hard, 
                                but I would not of been able to repeat it. The 
                                sign was taken at an angle, and it had a slight 
                                light-flare on it, so the author says (as captions 
                                to 4 pictures), "Straighten out the image", 
                                "Remove the light flare", "Done". 
                                Now those two major steps of straightening out 
                                the perspective on the image and removing the 
                                light flare aren't explained - and I dont know 
                                how to do that! 
                              The 
                                last negative point I can think of for this book 
                                is about the software - As I already said, Photoshop 
                                is pretty much the de-facto standard software 
                                to use for digitial media creation these days. 
                                This whole book uses photoshop, the effects that 
                                are explained, are explained with direct relation 
                                to photoshop - so if you dont own photoshop (it's 
                                quite expensive) you're a little stuck. I've found 
                                the cheaper "Paintshop Pro" to be more 
                                than a match for some areas of photoshop, and 
                                it will probably perform the same effects, but 
                                you'll be improvising. On top of that, even if 
                                you own photoshop, you'll need to be fairly competent 
                                when using it - Whilst I prefer the book as it 
                                is without 'newbie' help, if he says "Turn 
                                the layer tiling filter on" you need to know 
                                how to do that, he doesn't always explain things 
                                such that a complete newbie to the program will 
                                understand them. My only solution to this would 
                                be to buy a book on photoshop - should you really 
                                want to get into game art. 
                              In 
                                Summary 
                              I've 
                                said pretty much all that I have to say about 
                                this book. I enjoyed reading it, and I'm sure 
                                you'll enjoy reading it - it's whether you actually 
                                NEED this book (for the generally curious individuals 
                                it may be worthwhile hiring it from a library 
                                rather than buying it). Take a look at the following 
                                breakdown of key points, and make your own decision. 
                              
                                
                                   
                                    | Good 
                                      Things | 
                                    Bad 
                                      Things | 
                                   
                                   
                                    |  
                                      Well written, very easy to read | 
                                     
                                      Aimed at artists with a little experience 
                                      already under their belt. | 
                                   
                                   
                                    |  
                                      Most points are clearly illustrated with 
                                      step-by-step pictures.  | 
                                     
                                      Assumes knowledge that not many beginners 
                                      will be in possession of (it is aimed at 
                                      intermediate-advanced readers though) | 
                                   
                                   
                                    |  
                                      The accompanying CD is well done. | 
                                     
                                      Requires that you have certain software, 
                                      and at least some minimal experience/knowledge 
                                      of that software. | 
                                   
                                   
                                    |  
                                      Will almost certainly give you new insight 
                                      into making game art. | 
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