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Modeling, UV Mapping, and Texturing 3D Game Weapons
Modeling, UV Mapping, and Texturing 3D Game Weapons
Date: 08 May 2011, 01:52

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This book is all meat and cuts right to the point - modeling and texturing game weapons like a professional. Written by Christian Chang, weapons modeler on America's Army and now at EA, this book delivers what the reader wants. Starting with a discussion on customizing your modeling application for ease of use, the book emphasizes the importance of employing professional techniques when setting up your project. From there, the chapters concentrate on creating specific weapons - from a samurai sword to a modern high-velocity, fully-automatic machine gun - in a step-by-step progression from simple to complex. Each weapon is modeled, UV mapped, optimized, and finally textured for realism.
About the Author
Christian Chang is a video game developer and author. He began his career at the Naval Postgraduate School's MOVES Institute in Monterey, California, where his responsibilities included modeling and texturing the weapons in America's Army: Operations. He then worked for the U.S. Army as a level designer on America's Army: Special Forces. He now works at Electronic Arts, where his credits include Tiger Woods PGA Tour 07 and James Bond: From Russia with Love.
Luke Ahearn has more than 14 years of professional game development experience and has served in lead positions on seven published game titles including Dead Reckoning and America's Army. He has written six books on game development and ran his own computer game company for ten years. Currently, he is art director and partner of ICPU.
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