(Part 2) Best digital art books according to redditors
We found 407 Reddit comments discussing the best digital art books. We ranked the 78 resulting products by number of redditors who mentioned them. Here are the products ranked 21-40. You can also go back to the previous section.
Since the link is in German: A new artbook, "The Art of Diablo" will be released shortly after Blizzcon. In the upcoming issue of Gamestar magazine, there will be an ad for this artbook which says "Featuring more than 500 artworks from Diablo 1, 2, 3 and 4"
Google translate:
"Apparently Diablo 4 was officially confirmed - just not as Blizzard had thought. A new ad for the illustrated book advertises:
"Featuring over 500 artworks from Diablo, Diablo II, Diablo III and Diablo IV, this book features many noteworthy artworks created for Blizzard Entertainment's iconic action RPG, which has given generations of fans everlasting nightmares."
A typo seems to be excluded here, because only all three previous parts of the series are listed individually and then the fourth is called. And the book was written by Blizzard's in-house senior writer Robert Brooks. It will be released in November, after the BlizzCon 2019. If a Diablo 4 is announced, then there - presumably, this advertisement should appear only after that.
You will find the ad among others in the new GameStar on page 27. The booklet has already been delivered to subscribers and will be on the kiosk from 23 October."
Is this from the art book thats suppose to release on the 3rd?
This?
The Art of Diablo https://www.amazon.com/dp/1945683651/ref=cm_sw_r_cp_apa_i_UyfVDbDDVR3SA
You may want to narrow that down a bit, but okay, here are some highlights, with amazon links to help disambiguate.
http://www.amazon.com/Game-Programming-Gems-Adam-Lake/dp/1584507020/
www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/
http://www.amazon.com/Game-Engine-Design-Second-Edition/dp/0122290631/
http://www.amazon.com/Game-Engine-Architecture-Engineering-Applications/dp/012229064X/
http://www.amazon.com/Artificial-Intelligence-Games-Second-Edition/dp/0123747317/
http://www.amazon.com/AI-Game-Programming-Wisdom-CD-ROM/dp/1584500778/
http://www.amazon.com/Real-Time-Rendering-Third-Edition-Akenine-Moller/
http://www.amazon.com/Real-Time-Cameras-Mark-Haigh-Hutchinson/dp/0123116341/
http://www.amazon.com/Code-Complete-Practical-Handbook-Construction/dp/0735619670/
There are many others, but looking at my shelf these are the big ones that stick out for recommendations.
Seconded, Game Engine Architecture is the best book for an overall view on engine development. I've also found these books useful for implementing engine subsystems:
I just started reading How to Do Nothing: Resisting the Attention Economy by Jenny Odell. It looks like it's going to be an artsy political manifesto for dealing with some of the issues raised in this podcast: getting your capacity for outrage hijacked by companies competing for your attention, and doing stupid busywork because that seems more "productive" than going on a cruise and looking at animals on an island.
She starts with this Giorgio de Chirico quote from about a hundred years ago, in which he predicts that in the future we won't value dilettantes like Darwin anymore:
>In the face of the increasingly materialistic and pragmatic orientation of our age ... it would not be eccentric in the future to contemplate a society in which those who live for the pleasures of the mind will no longer have the right to demand their place in the sun. The writer, the thinker, the dreamer, the poet, the metaphysician, the observer ... he who tries to solve a riddle or pass a judgement will become an anachronistic figure, destined to disappear from the face of the earth like the ichthyosaur and the mammoth.
As someone who has always aspired to live a useless life but has never had the funds to pull it off, I'm curious to see what advice she has for ordinary people like me.
It's very photoshoppy. The problem a lot of artists have with photoshop is that they tend to get too sucked into details and lose sight of the bigger picture. One of my professors describes it as 'painting a highlight on the eyelash of gnat.'
Painting in Photoshop is no different than painting on a canvas. You should start out loose and transparently, block in objects and build them up slowly. There is no magic button that just makes your stuff look good, it takes the same amount of skill as mixing paint and applying it with a brush. I'd suggest going to places like http://www.imaginefx.com or http://www.cgsociety.com and looking at other peoples' art and tutorials on how to paint.
Try converting your image to black and white. The human eye sees two images, one that is just lights and darks and one that is color. Color is totally arbitrary, if you painted a solid black and white image of a teapot, you could then make that teapot any color you want so long as the black and white core is unchanged. Every color has a value, yellows are closer to white and blues and reds are closer to black. Contrast is how you draw the viewer's eye to where you want them to look. Always have a center of interest in your painting. Don't bog yourself down in details, squint at your reference and really ask yourself what big shapes you see. Only some details are visually present, like looking up at a skyscraper and attempting to draw it - not every window is important, the effect of repetition is. You can suggest detail instead of being too rigid with it.
If you're not using a tablet, painting in Photoshop is tremendously difficult. Tablets are pressure sensitive digital pens that you plug into your computer which allow you to make strokes that get thick and thin or that vary their transparency. If you're serious about it, I'd suggest looking into it.
Painting is not easy. If you really want to get good, you need to learn from good resources. I just picked up Master's Collection Volume 1: Digital Painting Techniques and it's a wonderful resource. I'd recommend checking it out if you are interested in getting better. Copy old masters too. Just remember that art never comes quickly, it's a slow, laborious process that can takes years and years to get good at.
Keep on trying, nobody ever improved by becoming discouraged.
You're far too kind to me!
Most of my digital painting skills have come from several sources. The first, and and by far best resource I used to learn was this book:
http://www.amazon.com/Beginners-Guide-Digital-Painting-Photoshop/dp/0955153077
Best book on digital painting ever written. Ever. a solid 80%+ of my digital painting understanding and tools mastery came from this book.
I studied Scott Robertson's Gnomon videos on Perspective, and Value. These are the best tools for understanding these subjects I have ever found.If you spend any real amount of time practicing his techniques, its impossible to not get good at them.
http://www.amazon.com/Techniques-Scott-Robertson-Perspective-Drawing/dp/1930878818/ref=sr_1_2?s=books&ie=UTF8&qid=1404610130&sr=1-2&keywords=gnomon+scott+robertson
http://www.amazon.com/How-Render-Matte-Surfaces-Shading/dp/B000GETV6O/ref=pd_sim_sbs_b_10?ie=UTF8&refRID=17MGSE75N3Q0BAGD0GYJ
As far as color and light goes, Jeremy Vickery was the best source I could find. He works for Pixar and is the mastermind behind their unbelievable redering. This DVD is a good source to check out-
http://www.amazon.com/Theory-Application-Jeremy-Vickery-Practical/dp/B0013TPNPY/ref=sr_1_1?s=movies-tv&ie=UTF8&qid=1404610239&sr=1-1&keywords=Jeremy+Vickery+Gnomon
Finally, if you wanna learn human anatomy at a boss level, Go to Alienthink.com and buy Riven Phoenix's anatomy videos. All of them. They're worth ten times their cost easily. You cannot still be bad after learning his methods. I'm serious. It's literally impossible.
http://alienthink.com/
Finally, If you wanna learn from one of the best artists in the industry about everything possible about digital painting, go to Youtube and look up Feng Zhu Design Cinema. Start at #1 and watch every single on in order. You will get the kind of design education most artists only dream of. I cannot tell you how much I have learned from him. Hell, this painting right here was an experiment with a new painting workflow I learned from one of his videos. Check him out and see.
I hope all of this helps!
Here you go! :)
https://www.amazon.com/Art-Tom-Clancys-Division/dp/1783298340
Start with Eric Goldberg's book "Character Animation Crash Course!"
http://www.amazon.com/Character-Animation-Crash-Course-Goldberg/dp/1879505975
It reads a lot less like the stereo instructions that is Richard Williams's "Animator's Survival Kit" providing for a much more accessible and lighter introduction to animation. If, after you've read through it, you find that animation is still for you then absolutely 110% get Richard Williams's book.
http://www.amazon.com/gp/aw/d/086547897X/ref=pd_aw_fbt_14_img_2?ie=UTF8&refRID=0MV2H6MZNC3HHHH1ED43
Another must have is "The Illusion of Life".
http://www.amazon.com/gp/aw/d/0786860707/ref=pd_aw_fbt_14_img_2?ie=UTF8&refRID=1S91BNCH9AFXPJQCA1HH
Always keep in mind that the word animate means "to give life to." You are bringing a character to life be it a drawing or a 3D model. Before even touching paper and pencil (because you thoroughly plan your scene out that way first before touching the mouse ;-) ask yourself "what is the character thinking?" Get inside that character's head. Sketch out exploratory poses. They don't have to be gorgeously rendered drawings. They are your visual notes and can even be stick figures just so long as you can read them. Get away from your desk and physically act out what your character has to do or hit up YouTube for research. Shoot reference with your smartphone (use an app like ProCamera which lets you shoot at 24fps) and analyze how long it takes you to perform an action. Don't sweat the software just yet. That's the technical stuff that comes later. Animators are actors and it's important to understand acting first. That being said, this book is great for learning Maya.
http://www.amazon.com/gp/aw/d/0415826594/ref=mp_s_a_1_1?qid=1453026213&sr=8-1&pi=SY200_QL40&keywords=how+to+cheat+in+maya+2015&dpPl=1&dpID=51IrWwVyubL&ref=plSrch
This book combines learning to animate in Maya while simultaneously teaching the 12 principles of animation. The very best of luck to you in the beginning of your animation journey. Take your time and practice everyday. Think of animation as a muscle. You have to workout everyday for it to get stronger even if you only work on something for 15 minutes a day.
There already is a book based in The Division universe that's part diary and part survival guide. You can see pages from it in-game, in the April Kelleher intel.
There's also an art-book, though that one "focuses on the art and making of the game, and includes over 300 images, sketches, and concept art, and in-depth commentary throughout from the artists and creators."
Pipeline/Technical Artists are a fairly stable job, and has a lot of demand. The role itself is fairly vague and, depending on the studio, can range from:
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Generally overtime isn't as bad as artist roles, but you'll still have overtime depending on the production.
We usually try and spread the overtime across the team so that no one is doing multiple days in a row.
​
In terms of skillsets, knowledge of various DCCs and specifically a strong knowledge of Python is a must. C++ etc is a bonus, but don't skimp on the Python and PySide/PyQt side of things
​
A few resources to learn Python skills to become a TD:
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Full disclaimer, I teach this course and have a few thousand students. The link above gives you discounted access at $10. You get lifetime video access and you can check out all the code on Github as well.
It aims to teach you Python from scratch all the way to making UIs and workflow tools. I've had more than a few students who've been experienced TDs as well as people who've learned from it and gone on to become Pipeline TDs
​
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This is a pretty good book if you prefer a book instead.
​
If you're more of a Nuke person, then fxphd has a few good courses on it.
The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World by Steven Kent
Game Over: How Nintendo Conquered The World by David Sheff
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds by J. C. Herz
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner
Digital Play: The Interaction of Technology, Culture, and Marketing by Stephen Kline, Nick Dyer-Witheford and Greig De Peuter
Replay: The History of Video Games by Tristan Donovan
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture by Harold Goldberg
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time by Bill Loguidice and Matt Barton
[Read this for a light intro to AS3] (http://www.amazon.com/Foundation-ActionScript-3-0-Animation-Making/dp/1590597915)
Read this for a more practical and in-depth look at more advanced programming / software design in Actionscript
Read this for a good idea on how to specifically develop a game
And the fighter is actually easier to code.
Good luck!
I used codeacademy as an intro to learning python. When I finished that course, I bought this textbook. Then to actually put what I learned to use, I set projects for myself. My brother recommended this website for projects to do.
Edit: I've been making my own scripts in Maya. I unfortunately don't have the funds to buy any products from raspberrypi yet.
There is a mini art book that came with a special bundle edition and they have a journal , survivalist book out on Amazon that got great reviews.
Tom Clancy The Division New York Collapse
https://www.amazon.com/Tom-Clancys-Division-York-Collapse/dp/1452148279/ref=sr_1_1?ie=UTF8&qid=1482424240&sr=8-1&keywords=the+division+book
Agreed that the graphics are top notch and there should have been a bigger collectible book
UPDATE: found this
https://www.amazon.com/Art-Tom-Clancys-Division/dp/1783298340/ref=sr_1_2?ie=UTF8&qid=1482424283&sr=8-2&keywords=the+division+book
Your assumption is more or less right. I highly recommend https://www.amazon.com/dp/B00CLZIKC2/ref=dp-kindle-redirect?_encoding=UTF8&btkr=1 to get your bearings with this stuff if you want to go deeper.
We had to tune the C# a lot to avoid allocations etc. but it was worth it to keep everything in one toolchain.
Personally, I favorite reference for CD is:
But if you google for sphere-box intersection test you should be able to find relevant material.
Is your box AABB or OOBB ?
My other favorite reference is:
Also see:
Strategy
Good luck and keep us posted!
+1 for [Art and Science of Digital Compositing]
(https://www.amazon.com/dp/B004HHOC8I)
Heres a few more I can recommend:
Digital Compositing for Film and Video
[Production Pipeline Fundamentals for Film and Games]
(https://www.amazon.com/dp/B00IOPYVIU)
[Maya Python for Games and Film]
(https://www.amazon.com/dp/B005OI23OO)
[Introducing ZBrush 3rd Edition]
(https://www.amazon.com/dp/1118244826)
[Digital Modeling]
(https://www.amazon.com/dp/B006QRYPC0)
[The HDRI Handbook 2.0: High Dynamic Range Imaging for Photographers and CG Artists]
(https://www.amazon.com/dp/B00VB46ACG)
[Professional Photoshop: The Classic Guide to Color Correction, Fifth Edition]
(https://www.amazon.com/dp/B004USQQOC)
[Understanding Exposure, Fourth Edition]
(https://www.amazon.com/dp/B0104EOJSK)
3D Game Engine Design by David Eberly.
If you want to know the math ... he will learn you the math.
Hi, sorry for the late response
Maya is definitely the right place to start if your looking at 3d animation. (http://blog.animationmentor.com/5-reasons-why-3d-animators-should-know-autodesk-maya/)
Im sure you can find plenty of basic tutorials on using maya and getting familiar with its work space, though as an animator you'll only need a very rudimental knowledge of the software.
Learning other things like modeling, rigging texturing ect will make you more employable but mostly with smaller companies where you need a more generalist skill set. Bigger studios everyone will have very specialist roles so no one will care if your show reel has no lighting. Maya is a very powerful piece of software so just stick to learning one thing at a time.
Since you are just starting out i would recommend this
http://www.amazon.co.uk/How-Cheat-Maya-2014-Techniques/dp/0415826594/ref=sr_1_1?ie=UTF8&qid=1451708861&sr=8-1&keywords=how+to+cheat+in+maya
Its a great book to learn with as it keeps things simple with clear instructions so you can gain a basic understanding of the principles in animation whilst letting you get familiar with maya.
The 11 second club also has a lot of good resources such as these exercises if you want to get started right away
http://www.11secondclub.com/forum/viewtopic.php?id=19776
The resources tab has a list of good free rigs as well though a full body rig would most certainly be very hard for a begginer to animate
Animation takes a lot of time to learn so feel free to post more questions. Good luck and have fun with it. If you find its something you want to pursue more then i would look at books like "The animators survival kit" or "acting for animators" and "timing for animation"
Stop Staring is an excellent face rigging book.
How to Cheat in Maya is another good one.
Maya Studio Projects Texturing and Lighting is another sold book.
That should get ya started!
Real World Flash Game Development
https://www.amazon.com/gp/product/0955153077/
I'd love to have [Dead Space.] (http://www.amazon.com/gp/aw/d/1781164266/ref=mp_s_a_1_24?qid=1377548555&sr=8-24&pi=SL75)
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While you do need to focus on programming, people tend to ignore the other aspects of games development. Once you have your programming skills down, focus on good game design. You can find a lot of information online but here's some good books I recommend:
I actually just recently got these books, they may not necessarily be what you're looking for but these have been absolutely informative to me
p.s I checked these out of my local library but I'm hoping to purchase these soon.
Drawing on the Right Side of the Brain
Digital Painting Techniques
Make Great Art on your iPad
Ah ok. I'm from that states so I assumed the opposite. Did you start with the necromorph and then decide for a full sleeve or were you always planning on it?
I got two video game pieces lined up, a COD nazi zombie thigh piece and a dead space sleeve.
Check out the art of dead space book, so much reference art from all 3 titles.
The Art of Dead Space https://www.amazon.com/dp/1781164266/ref=cm_sw_r_cp_api_WTf3xbNP9QV2R
If it's learning in your free time try loomis and expand from there. An often overlooked aspect of art is composition. If you aren't familiar with the subject check out framed ink. It's film/comic focused, but reading this will give you an immediate step up on the subject and a greater appreciation for visual storytelling. Also makes for a great bathroom/coffee table book.
If you haven't gotten all that far with pixel art this book, while poorly written, is a reasonably comprehensive introduction to the fundamentals (not art fundamentals, but pixel art specific issues like lines/circles, anti-aliasing, dithering, ect). If you do go a more traditional route and have some cash I would recommend looking into getting a cheap graphics tablet and trying digital art instead. This guy has some great free videos on making the transition (he uses photoshop, but most techniques can be adapted to other software with a bit of effort) with a little introductory material on drawing in general. I've found making good pixel art as time consuming as drawing by hand, but ymmv.
As a side thought on the art classes bit, make sure to check with other students before registering. It's common for a good art class to assign very time consuming assignments so make sure you know what you're getting into first. Whatever you decide to do college is a good time to experiment and learn. Be sure to go wild and have fun so long as the rest of your career and future are in order.
Both are good books. The former is an easing into game physics, you develop a small physics engine and learn some of the techniques used in the simulation of physics in game engines. The later is more advanced, I guess, it is more of an "academic" approach. If you've ever read one of Eberly's books - its like that! Given that you're doing a PhD, I'd probably suggest the Game Physics book.
> Plenty of FPS or 3rd person adventure style cameras but nothing that deals with the complications of an orbiting camera that also orients the character's targeting
You mean because you need to horizontally offset the player character so you can shoot down the centre of the screen?
The only good camera stuff I've found is this book and this talk (available for members in the GDC Vault). (Both are about game cameras in general.)
What type of art are you aiming for? Theirs plenty of tutorials on youtube that can show you concept art, speed painting, work flow etc. Check out Sinix, Ahmed Aldoori, EverydayJames and Walid Feghali if you want to do concept art. Ctrl-paint is another channel that nearly everyone recommends to learn photoshop. Books on the subject tend to skim over a lot of stuff I purchased Beginner's Guide to Digital Painting in Photoshop by Aleksander, Nykolai and It was pretty useless except for the process photos because I had learned more in depth online.
Might check out How to Do Nothing by Jenny Odell
Not entirely blue, but has a space invader on the cover. http://www.amazon.com/Vintage-Games-Insider-History-Influential/dp/0240811461/ref=sr_1_9?s=books&ie=UTF8&qid=1324609700&sr=1-9
There are a couple of other books called "Game Over" by David Sheff that you may have been thinking of as well. http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Dstripbooks&field-keywords=game+over+david+sheff&x=0&y=0
Most generic management/leadership articles you find online will be relevant.
I'd also suggest reading End-to-End Game Development, it's title isn't very descriptive but I've read it and it is very manager-focused view of game development rather than the actual making of games.
Also check out the business section at www.gamedev.net, it's not great but it's got a few gems.
Jahirul Amin recently created an awesome book about creating characters in Autodesk Maya, it's aimed at beginners and it's needless to say amazing. I been lectured by him through my University Degree and he was by far my favorite lecturer.
This one? It looks gorgeous. I bet he'd love it! The Dead Space franchise has some incredible art direction.
Maya Python for Games and Film is a great book to get started with, as well as Rob's book from tech-artists.org. The tech-artists site has a really helpful and friendly community as well.
i learned from this https://www.amazon.com/Beginners-Guide-Character-Creation-Maya/dp/1909414204
it has some in depth of character rigging....it helps me a lot
Are you talking about this art book for Mirror's Edge?
It's actually out now. The hardcover is out of stock on Amazon but there are digital editions. http://www.amazon.com/Art-Fallout-4-Various-ebook/dp/B017L0J1FQ/ref=tmm_kin_swatch_0?_encoding=UTF8&qid=1449762475&sr=8-1
I agree with you on skyscrapers, but I've found a few that play around with verticality on the outside (which is pretty much new to the newer Fallouts imo).
The point about raiders is a good point, too. Personally I was hoping to see something like raider subcultures, like raiders wearing different kinds of armor or subtle differences at least like armor color based on where they're found.
Do you have a goal in mind? are you trying to make your first game? You could spend months or years reading books and not get any closer to your goal.
I have this from years ago https://www.amazon.com/Game-Engine-Design-Interactive-Technology/dp/1558605932 If you wanted to make a 3d game engine from scratch it would be a good source (there is a newer edition). Some of it is very math heavy, but there's not getting around that, projections, transforms, quaternions, eulers, matrix operations, collision detection is math heavy.
If you want to make a game with an engine like unreal or unity, its not going to help you a lot, its interesting, there is some value in understanding how everything works under the hood, but you could make a game in less time it will take you to read and understand that book, and that assumes your calculus and 3d math knowledge is up to the task.