3D Game Environments by Luke Ahearn

By Luke Ahearn

The last word source that will help you create triple-A caliber paintings for various video game worlds; 3D video game Environments deals specified tutorials on developing 3D versions, employing 2nd artwork to 3D versions, and transparent concise suggestion on problems with potency and optimization for a 3D online game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains the best way to create sensible textures from photograph resource and makes use of a number of innovations to painting dynamic and plausible video game worlds.

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Extra resources for 3D Game Environments

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Cells and Portals Another way to optimize a game world is by using cells and portals. This is basically the assemblage of rooms (cells), and a door to each room called a portal. When a player is in a room (cell), the engine looks at which other cells are visible through the doors (portals) leading out of that cell. This quickly eliminates a lot of the world that doesn’t need to be rendered. Some common setups between cells can be seen in Figure 1-23 . There are many other creative setups to prevent the player from seeing too much of the world all at once.

Box Box mapping projects the texture onto the model from six sides. This works great on boxes! Used on a more organic mesh, there will be seams and smearing on portions of the model (Figure 2-4). Spherical Spherical mapping surrounds the object and projects the map from all sides in a spherical pattern. The drawback to this mapping type is that you can see an edge where the textures meet unless you have created a texture that tiles correctly. Also, the texture gets gathered up, or pinched, at the top and bottom of the sphere and needs to be dealt with in the texture.

Spherical mapping is obviously great for planets and other spherical objects (Figure 2-5). Cylindrical Cylindrical mapping projects the map by wrapping it around in a cylindrical shape. Cylindrical mapping can be used on tree trunks, columns, and other cylindrical objects (Figure 2-6). 3D Concepts Figure 2-3 Planar mapping projects the texture onto the 3D mesh from one direction. 43 44 3D Game Environments Figure 2-4 Box mapping. UV EDITING These mapping types are all limited in their uses. Later on we will start the process of editing the UV coordinates for a model.

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