By Luke Ahearn
From a steamy jungle to a latest urban, or perhaps a sci-fi area station, 3D online game Environments is the final word source that can assist you create AAA caliber paintings for a number of online game worlds. essentially utilizing Photoshop and 3ds Max, scholars will discover ways to create sensible textures from picture resource and quite a few thoughts to painting dynamic and plausible online game worlds. With targeted tutorials on growing 3D types, utilizing second artwork to 3D types, and transparent concise suggestion on problems with potency and optimization for a 3D online game engine, Luke Ahearn grants every thing scholars intend to make their very own real looking video game environments.
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Extra resources for 3D Game Environments: Create Professional 3D Game Worlds
If a character ran away from you on the outside of the dungeon, she should be affected by the exterior distance fog and fade to white, but if she ran into the dungeon she should fade into black. Cull Distance Cull distance is an optimization that simply tells the game engine not to draw an object if it is a certain distance away (Figure 1-22). Whereas the clipping plane determines the point at which no objects are drawn, the cull distance is a unit of measure assigned to a speciﬁc object in the world.
Orientation to Game World Optimizations can greatly speed up a game level, a major drawback to its use is that you can see objects pop in and out of existence. One method to remedy this is distance fog. Distance Fog As just mentioned, distance fog hides the popping in and out of culled objects (objects that suddenly disappear as they pass beyond the far clipping plane). But distance fog can also be used to increase the sense of distance, atmosphere, mood, and setting, through the use of color and other adjustable parameters.
As with MIP maps, not only is the swap undetectable, but often the smaller asset looks better because it was created to be viewed smaller. There are two basic ways to utilize an LOD system. You can build several versions of the model, each getting progressively smaller in poly count, and these models will be swapped by the game engine; or you can auto-generate these models. In my experience auto generation usually doesn’t look as good as doing it by hand. COLLISION-BASED OPTIMIZATIONS Collision is another area where programmers have a huge task before them.
3D Game Environments: Create Professional 3D Game Worlds by Luke Ahearn