3D Game Environments by Luke Ahearn

By Luke Ahearn

The final word source that will help you create triple-A caliber paintings for various online game worlds; 3D video game Environments deals specific tutorials on growing 3D types, utilizing 2nd artwork to 3D versions, 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 find out how to create practical textures from picture resource and makes use of quite a few strategies to painting dynamic and plausible online game worlds.

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NVIDIA makes a plug-in for Photoshop that allows for the rapid and easy iteration through many compression schemes before final output of the file (Figure 1-13). Remember that there are many factors to consider when determining texture size and compression. How close will the player get to the asset? 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.

Orientation to Game World Optimizations MASKING AND TRANSPARENCY When possible, it is preferable to use masking instead of transparency because masking renders more quickly. Take a look at Figure 1-11, as these concepts are much easier to grasp pictorially. Masking typically uses a specific color that is designated the “clear” color, and this creates hard jagged edges (although newer hardware can handle larger-resolution textures and can post-process the images and smooth the edges). Transparency uses a separate, additional channel, a grayscale image called the alpha channel, to determine the opacity of a pixel.

Multitexturing Multitexturing is the process of laying multiple textures on one mesh. This is powerful because you can mix and match many smaller, simpler textures over a surface to get a very wide variety of looks on your meshes. (See 3D Concepts Figure 2-5 Spherical mapping. 45 46 3D Game Environments Figure 2-6 Cylindrical mapping projects the map by wrapping it around in a cylindrical shape. 3D Concepts Figure 2-7 Multitexturing. ) Figure 2-7 shows a simple example of multitexturing. 3D The very basics of 3D start with the vertex.

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