By Luke Ahearn
From a steamy jungle to a contemporary urban, or perhaps a sci-fi house station, 3D video game Environments is the final word source that will help you create AAA caliber artwork for numerous online game worlds. basically utilizing Photoshop and 3ds Max, scholars will discover ways to create real looking textures from photograph resource and numerous options to painting dynamic and plausible video game worlds. With distinctive tutorials on growing 3D versions, utilizing second paintings to 3D versions, and transparent concise suggestion on problems with potency and optimization for a 3D online game engine, Luke Ahearn grants every little thing scholars have the desire to make their very own reasonable online game environments.
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Extra resources for 3D Game Environments: Create Professional 3D Game Worlds
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? Can you achieve the same effect with a more efﬁcient solution? Can you use three small textures on multiple UV channels as opposed to one enormous texture? How much can you compress or reduce the resolution of an image and still maintain visual integrity?
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.
You can let the actual geometry of the world object be the collision hull and detect collisions on every polygon, or you can build a low poly collision hull speciﬁcally for the asset. Remember that collision hulls are invisible to the player, but the effect they have on the world is not. A simple primitive may be a quick solution to implement for collision detection and may run very efﬁciently in the game, but may also net terrible results. Using the actual mesh as the collision hull is highly accurate but also extremely inefﬁcient, especially since polygon counts have gotten much higher in games.
3D Game Environments: Create Professional 3D Game Worlds by Luke Ahearn