Download e-book for iPad: 3D Game Environments by Luke Ahearn

By Luke Ahearn

ISBN-10: 0240808959

ISBN-13: 9780240808956

The last word source that will help you create triple-A caliber paintings for numerous online game worlds; 3D video game Environments deals distinct tutorials on developing 3D types, utilising 2nd paintings 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 tips to create sensible textures from photograph resource and makes use of various thoughts to painting dynamic and plausible video game worlds.

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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.

In general, the more accurate and comprehensive the collision, the more expensive it is. COLLISION OBJECTS There are several ways you can set up your world, and the objects in it, for collisions. You can use simple generic collision solutions that detect Orientation to Game World Optimizations 25 Figure 1-16 The effect a collision hull has in a game. Top: The hull is too simple (top left), and the book’s mascot looks like she is floating when on top of it (top right). Bottom: The hull is a little more complex, but a lot more effective (bottom left).

First off, buy as many big monitors as you can afford and your system can support. With the drop in the cost of flat screen monitors and video cards, it can be feasible to make this upgrade. You can put all your menus on one screen and work on art on another. I usually have my 3D application on one screen (say, on my left side) with all the 3D Concepts Figure 2-9 The basic parts of a mesh. menus on the other (on the right) and Photoshop in the reverse order so I can quickly switch between the two applications.

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3D Game Environments by Luke Ahearn

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