By Luke Ahearn
The last word source that will help you create triple-A caliber artwork for a number of online game worlds; 3D video game Environments deals specified tutorials on developing 3D versions, utilizing 2nd paintings to 3D types, and transparent concise recommendation on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains easy methods to create lifelike textures from photograph resource and makes use of various suggestions to painting dynamic and plausible video game worlds.
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How often will the asset appear in the world, and how many times is it 15 16 3D Game Environments Figure 1-11 How the three methods discussed here work with examples. Orientation to Game World Optimizations Figure 1-12 The interface and various windows of the NVIDIA tool as applied to masking and alpha. 17 18 3D Game Environments Figure 1-13 The interface and various windows of the NVIDIA tool as applied to the compression options. Orientation to Game World Optimizations expected to tile or repeat?
This technique has limited, but powerful uses. In Figure 1-15 you can see that the player can only view this scene from a limited angle, so this is a good use of forced perspective to make the game world look much larger than it actually is. POLYGON OPTIMIZATION Artists can manually delete any back, or unseen, faces on a mesh. They can also do a great deal to ensure stability and efﬁciency when building assets, by seeing to it that they have none of the following: • Floating or single vertices • T junctions • Stacked or multiple faces • Bad angles or sizes of polygons And depending on the game technology, they can (and should) also ensure that: • Sealed geometry or all unseen faces have been removed • There are no polygons of a certain dimension or proportion • There is a limited number of smoothing groups or none at all Since polygon optimization consists mainly of removing polygons you cannot see and building your geometry in a way that uses as few polygons as possible, we will tackle this on a case-by-case basis.
Orientation to Game World Optimizations Figure 1-22 Cull distance. 35 36 3D Game Environments can be useful when certain visibility schemes draw objects you can’t see and you have to tell it to not draw the object. Some game engines allow for additional functionality, such as the ability for a mesh to fade in and out and shrink and grow with distance. This helps smooth the transition between drawing and not drawing the object. Most game engines today have built-in systems for foliage and decorations that allow for the controlled placement of these objects and manage their fading in and out and other similar behaviors.