Read e-book online 3D Game Environments PDF

By Luke Ahearn

ISBN-10: 0240808959

ISBN-13: 9780240808956

The last word source that will help you create triple-A caliber paintings for numerous video game worlds; 3D online game Environments deals designated tutorials on developing 3D types, making use of second paintings to 3D versions, and transparent concise recommendation on problems with potency and optimization for a 3D online game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains tips to create real looking textures from picture resource and makes use of quite a few suggestions to painting dynamic and plausible online game worlds.

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It is usually someone’s job to track all this and make sure that as assets are introduced into the game, the correct properties are assigned to it. Often a spreadsheet is developed for every weapon, projectile, and surface type in the game to ensure that everything is accounted for during production. You need to know what sound effects, decals, and other assets need to be produced and what sound effects and other events must be assigned to each surface in the world. You can also control aspects of collision such as distance.

Likewise, a racing game is going to focus assets on the cars and not the buildings blurring past in the background. This is not to say the buildings are not created to the same standards as the cars, simply that the car will require more resources to achieve the required level of detail. 39 40 3D Game Environments Figure 2-1 A texture map is an image that is applied to the surface of a shape, like wrapping a picture around a box to make it look like a crate in this figure. TEXTURE MAPPING Although creating the texture is a 2D process, texture mapping—the process of applying 2D art to the 3D objects in the world—is part of the 3D process.

An emitter can be of any size. A small emitter with a lot of particles coming out in a spray may be what you would use for a garden hose, whereas a very large emitter high in the sky of your game world with a few particles falling from it might be used for rain or snow. Often special particle systems are written for specific uses. Specific particle systems that handle weather effects, for example, are commonly created because weather systems have a more limited function but cover a larger area compared with a typical full-featured particle system.

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3D Game Environments by Luke Ahearn

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