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3D Game Environments
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Table of Contents

Chapter 1: Orientation to Game World Optimization

Chapter 2: 3D Concepts

Chapter 3: Shaders and Models

Chapter 4: Planning the Low Polygon Urban Environment

Chapter 5: Modeling the Large Urban Environment

Chapter 6: Texturing the Large Urban Environment

Chapter 7: Introduction to Natural Environments

Chapter 8: Terrain

Chapter 9: Filling the World-Trees, Plants, Rocks, Water, and Sky

Chapter 10: Modeling and Texturing the Jungle Base

Chapter 11: Focus on the Futuristic Interior-Normal Maps and Multipass Shaders

About the Author

Luke Ahearn is a lifelong artist born in New Orleans, LA that now lives in Central California. He is a successfully published author of both fiction and nonfiction, most recently completing Transition, the third book in the Euphoria Z Series. Many of his books are in their 2nd, 3rd, and 4th editions. He has over 20 years of professional game development experience in lead positions; designer, producer, and art director on over 15 published game titles including Dead Reckoning and America's Army. He has also worked as a background artist at EA. He has written many books on game development including Focal Press' 3D Game Textures 3rd Edition. He is fluent in 3D Studio Max, Photoshop, Mudbox, and various game editors. Luke can be reached at www.lukeahearn.com.

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