Hinzugefügt 27 Feb 02 Aktualisiert 11 Oct 08This book takes you outside the studio and walks you through the museum of life. This full color book combines traditional texture creation principles with digital texturing techniques to enhance your scenes and animations. In the first half of the book, you will learn about the history of textures in fine art and in the second half, how to apply these principles to your 2D and 3D digital scenes.
Owen Demers has worked as an illustrator, graphic designer, 3D artist, and art director for a number of commercial and professional studios in both traditional and computer graphics. Among his many award-winning projects is the animated short Bingo, for which he was the lead texturer and lighting TD. He currently works as a 3D artist and art director in New York.
Christine Urszenyi, contributing author and editor, has worked as an architect, art director for film studios and furniture designer. She currently works as a writer in Toronto, Canada.
This is much more than a manual of digital techniques, though if you want to know how to create anything from a steel braided hose to a cloth bandana it’s covered in the project section in chapters seven to 14. First, Demers takes you on a textural tour so comprehensive that by the end of it you’ll never look at anything in the same way again.
This is a man obsessed with texture. Why else would anyone accumulate a library of photographs of textures including cracked and peeling paintwork, atmospheric pollution, rusted metals, carved wood, stains, glass, brickwork, old masters and contemporary paintings?
Demers shows you how to "decipher and describe what you are looking at" and then how to recreate it digitally using Photoshop, Painter, Maya and other applications, and also with traditional media such as oil paint. If you’re an artist with no digital aspirations you’ll still learn a great deal from the first half of this book.
While there are plenty of books out there that tell you how to achieve a particular technique, few tackle the subject from first principles. [Digital] Texturing and Painting shows you a different way of looking at the world, one which will make you a better digital artist. --Ken McMahon

The book is structured as follows:
1. The Fine Art of Seeing and Dissecting
2. Reference materials, Textures, and Practical Stuff
3. Color Theory
4. Paintings
5. Making Decisions
6.-15. The Project and Examples
The main aim of the book is the explanation of technologies for texturing 3D objects. This is realized by the help of color theory, psychology, sensitivity, and examples.
One sees that the presented theoretical and scientific aspects of texturing come only from 2D theory.
The basic materials discussed in the book are very fine. It’s a pity that one can not find them on the CD. If this book wants to become a foundation for texturing it would be rated to deal more extensive with the basic materials and to put the datas for the readers use on th CD.
The CD is not very carfully prepared. Some empty folders. Some PSD-files using non standard fonts miss the fonts. Some notation of files are cut for instance: AxleFace_Bump_fix4_Gauss_~~.jpg. Opening the MAX-files one can not find this corresponding material. Some files has a non standard notation: e.g. carBodyPaint4n_v5_bump.jpg.icon. The ICON-Files are not used as far as I know.
The print quality of all photos is very high. It is a pleasure to leaf through the book.

The book is structured as follows:
1. The Fine Art of Seeing and Dissecting
2. Reference materials, Textures, and Practical Stuff
3. Color Theory
4. Paintings
5. Making Decisions
6.-15. The Project and Examples
The main aim of the book is the explanation of technologies for texturing 3D objects. This is realized by the help of color theory, psychology, sensitivity, and examples.
One sees that the presented theoretical and scientific aspects of texturing come only from 2D theory.
The basic materials discussed in the book are very fine. It’s a pity that one can not find them on the CD. If this book wants to become a foundation for texturing it would be rated to deal more extensive with the basic materials and to put the datas for the readers use on th CD.
The CD is not very carfully prepared. Some empty folders. Some PSD-files using non standard fonts miss the fonts. Some notation of files are cut for instance: AxleFace_Bump_fix4_Gauss_~~.jpg. Opening the MAX-files one can not find this corresponding material. Some files has a non standard notation: e.g. carBodyPaint4n_v5_bump.jpg.icon. The ICON-Files are not used as far as I know.
The print quality of all photos is very high. It is a pleasure to leaf through the book.

