下图演示了将法线贴图附加在低分模型上,这里你可以看见各个分量分别为表面添加了那些附加的信息。
Here the normal map is applied to the low-detail model, and you can see how each channel encodes the surface information along each axis.
下面是一个例子从左到右依次是高分模型,低分模型和低分模型带有高分法线贴图。
Here's an example of a detailed model, a simple model, and the simple model with a normal map applied.
能够在游戏里放置物品同样也使他们可以在成果中直接预览到他们想要放置的模型,使他们能为了达到最好的视觉效果调整材质和贴图。
Being able to place items into the game also allows them to directly view their models as they will appear in the product, enabling them to adjust materials and textures for the best visual result.
一个物体空间的法线贴图,仅从整个模型的自身朝向检视物体,并据此解算在它表面的每个像素的方向。
An object space normal map only looks at the orientation of the entire model it's applied on to calculate the per pixel directions on it's surface.
通常地,一个“底层色”贴图被赋予模型的某个部分甚至是整个模型,这个贴图就是被设置为队伍颜色。
Usually, an "underpainting" texture is applied to part of the model or to the entire model, and this texture is set to team color.
有效使用贴图,大多数模型的贴图保持数量为一个。
Use texture efficiently, keep number of textures down to one on most shapes.
我强调这一点是希望贴图之后不至于破坏模型的视觉感官。
I heard this was so that mip-mapping wouldn't destroy the look of the model.
模型建立完成后,我开始处理这个大个子的纹理贴图。
So with having the model done, I can start on the texture process for this guy.
但如果模型被很好的摆姿和建模,接下来的灯光和贴图给角色一种更自然的感觉会容易的多。
But since it is posed and well modeled, it is more easy to give a character more a more natural look with Lighting and Texturing.
最后通过对图像划分区域,分段完成纹理贴图,合成3d人脸模型。
Finally texture mapping is completed according to different regions on the face and thus the 3d face model is synthesized.
比如有一些工具能从驱动层记录3d数据,并让用户能够提取发送给GPU的模型和贴图。
For instance, there are tools out there which can record 3d data at the driver level, allowing users to extract models and textures as they are sent to the GPU.
3d离线批许多模型+纹理贴图渲染引擎?
3d rendering engine for offline batch rendering of many models + texture maps?
工作职责:制作实时3D游戏引擎中使用的3d角色、物体、场景的模型和贴图。
Role: Create 3d models and textures of characters, objects, backgrounds used in real-time 3d games.
并详尽地介绍了线性弹性模型和肌肉模型的理论和构造以及纹理贴图等技术。
The relevant techniques, including linear spring mesh model, muscle-based model and texture mapping are discussed in detail.
本系统通过简单的建模、多种贴图方式以及导入3d模型来近似地描述大型环境,具有较强的实用性、较好的实时性和显示效果。
Through simple modeling, multiple mapping ways and import 3d model to describe large-scale indoor environment, this paper presents a practical, real-time virtual scene construction system.
因此,我不经常使用的纹理贴图技巧,以取代该模型的细节。
So I don't usually use tricks on texture maps to replace the details of the model.
玩过游戏的同学都知道,高分辨率模式下会获得最佳的游戏体验,当然这非常吃显卡,因为它采用的是原生模型的法线贴图的。
The high res model would be too detailed to runoptimally in a game (too many triangles in the mesh), but it is used in the 3Dmodelling application to generate the normal maps.
而在制作游戏角色模型前我们还需要考虑模型预计的面数、模型拓扑、装备摆放和贴图大小。
Before I jump into modeling a game character I need to consider my polycount budget, mesh topology, any rigging issues and my texture limits.
新版的存储功能可保存所有设置为单独的一个场景文件,这就意味着不用在担心模型和贴图的丢失了,简单的按下保存按钮就搞定了。
All objects and settings are now saved in a centralized scene file, no need to worry about saving meshes or materials separately, one nice big save button for everything!
这些模型使用512*512的贴图(漫反射和镜面地图)。
These models use 512x512 textures (diffuse and specular maps).
提出了一种采用浮雕纹理贴图技术对复杂网格模型进行快速显示的方法,采用虚拟拍照方法生成原始模型相应的浮雕纹理,将原始模型简化成六幅浮雕纹理和一个长方体。
The method of virtual photograph is used to generate relief textures corresponding to the origin model that is simplified to six relief textures and a cuboid later.
针对于车灯,我选择建造整个模型(而不光仅仅用贴图),因为这样可以让它们看起来更好,另外你可以对它们有更多的控制权。
For the lights I prefer modeling the whole thing because it will look better and you have more control over it than if they were just textured.
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation model, …
这次比赛需要下载提供的模型,你只要为它搭建骨骼并动画,模型也包含了所有的纹理贴图。
I would like to announce new competition. This time all you need to do is download attached model, rig it and animate. All textures are included.
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation model, global text…
采用法线贴图代替平面贴图的方法,减小模型容量;
Normal line map is taken instead of the 2D map in order to reduce the capacity of model.
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation...
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation...
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