12/23/2011

2D Artwork and 3D Modeling for Game Artists (The Premier Press Game Development Software) Review

2D Artwork and 3D Modeling for Game Artists (The Premier Press Game Development Software)
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I agree with the majority of other reviewers on the content of this book, especially the sections of texturing. Very in depth and covers a whole lot of topics on inorganic and organic textures and how to use them. He also takes you step by step through the modeling process of a gun and a big ugly monster.
But instead of spending too much time repeating what everyone else is saying good about the book, I am going to tell you what I think isn't so good about the book because there are a few not-so-good things about the book you should know before spending half-a-hundred dollars on it. Though, I still give the book 4 stars because it has many more good points than bad.
The most depressing thing is that you really need full versions of all the software programs used to be able to follow along with the book the way you need to in order to learn what your reading. Sure, you get some experience working with a bunch of programs like 3d studio max 5 (very heavily used in 3d game model production) but you don't even do 3d modeling it. Instead, you follow along with the modeling process in TrueSpace 4 or 6. What you'll find REALLY frustrating about that is, unless you have $595.00 to spend on the full, legal copy of version 6.6, you won't be able to save any of your work using the DEMO version that comes with the book! So, you may spend an hour or more modeling your gun, and then have to close the program down and load the model that the author made on the book's CD in order to continue to the UV mapping, texture painting, optimizing and triangulating which is done in 3ds max 5 (of which the demo version is also included on the book's cd-rom). The modeling process could have been done just as easily in 3ds max 5 which is much more powerful than TrueSpace anyways. Why switch between the two programs when one can do both tasks? 3ds max 5 costs an arm and a leg (around $3,105.00), but can do EVERYTHING that TrueSpace & DeepUV combined can do. The full, retail (useable) version of DeepUV costs $795.00.
If you don't believe me about UV mapping for characters in video games using 3ds max, then check out the book "Mastering 3DS MAX 4" which has a section on modeling a character then UV mapping it just like it is done in DeepUV. DeepUV is a complete waist of money if you own a copy of 3ds max 4 or higher.
Now when texturing you use two different programs, Deep Paint 3D 2.0 and Adobe Photoshop 6. Both programs are equally good and equally powerful, though Photoshop is much more popular. I do not understand why he spreads tasks out across the two programs when he could have done just about everything in one program or another without using both programs. Deep Paint 3D 2.1 costs $995.00! Adobe Photoshop 7 costs you about $609.00!
See what I'm getting at? You gotta have a fortune to spend on graphics production software in order to fully and completely follow along with this book and to be able to do ANYTHING productive with the information you've learned after reading the book, especially if you are a game programmer like me who has to make 3d models, then texture them and plug them into a 3d rendering engine.
You can do anything and everything this book covers by having a full version of just two peices of software, Adobe Photoshop 7 and 3ds max 4 or higher. That's it...that's all you need. Buying two 3D modelers, a program for UV mapping, and two texture paint programs is a waist of a whole lotta money. I understand the good it can do because one program can essentially be better at one task than a similar program can, but how many of us hobbiests have over $6099.00 to spend on software to follow in the footsteps of the book author? Not me, certainly.
If the book was designed with the hobbiest or budding superstar in mind then it would have focused all it's attention on production software that doesn't require you to be a zillionare. In fact another software program out there, Jasc Paint Shop Pro 8 can also be used for making game quality textures and 2D sprite art very much like Photoshop 7 or Deep Paint 3D 2.1 but it only costs about $100.00 for the full retail version. And then there's 3D modeling software like Milkshape 3D which is also VERY cheap in comparison to 3ds max, Maya, Lightwave, TrueSpace, Cinema 4DL, etc. And the best thing about Milkshape 3D is that it was made specifically for making game-only 3D models (originally made for the game Half-Life).
Don't get me wrong, I do like a lot of things about this book. The book does a good job of showing you how to use an array of different programs and how to effectively use them for making game art such as 2D textures and 3D models and how to prepare those models for use in a game engine, and it even includes a demo game engine to plug your models into. But just be warned that owning those programs isn't necessary to make quality 2D and 3D artwork for games, but IS required to follow along with the book completely. You can "work around" with the book using the demos that comes with the CD, but don't get too excited because you can't even save your TrueSpace 3D models anyways, so how are you going to get the models into 3ds max 5 for further manipulation and game prep?

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There are many 2D and 3D books in the market that focus entirely upon the beginning to advanced usage of one particular program. This book encompasses the world of 2D and 3D software and game artwork techniques in one volume. 2D Artwork and 3D Modeling for Game Artists will focus on 3 programs, Photoshop, trueSpace and 3D Studio Max.

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