我们的法线贴图和其他很多游戏不一样,更容易理解也更容易使用,它是存储与对象空间而不是切线空间,也许下回有机会可以介绍一下。
Our normal maps are different from those in most games, and easier to understand and work with, because they're stored in object-space instead of tangent-space. Maybe I'll write about that next time!
为了避免光照效果影响你的游戏性能,你应该创建光照贴图。
To prevent your lights from impacting your game, you should be creating lightmaps.
此外,为了直接用建模和贴图程序工作,美工们将自己代入游戏里的角色,使制作与文档里要求向游戏中加入的东西更接近。
In addition to directly working with modelling and texturing programs, artists take on the roles of in-game sceners and are familiar with the documents required to add items into the game.
使用导入设置,它也可以在游戏中为不同类型的应用而被转换成一个立方体贴图或法线贴图。
Using the Import Settings, it can also be converted to a Cubemap or Normalmap for different types of applications in the game.
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.
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.
这意味着运行游戏的玩家在一个高分辨率的屏幕中,看到你的贴图只是这个屏幕的一块区域,允许他们为你的显卡节约更多的资源。
This means that players who run your game in higher resolutions will see your textures in smaller areas of the screen, allowing them to have more screen real-estate for your gameplay graphics.
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.
GUI贴图适合于在游戏中,对用户的游戏接口背景,按键和其他元件。
GUI Textures are perfect for presenting game interface backgrounds, buttons, or other elements to the player.
IGNPC:尽管魔兽世界拥有非常出色的美工,很多玩家注意到游戏中的贴图和多边形质量较差。
IGNPC: Although WoW has fantastic art direction, many players have noted the relatively low texture resolutions and polygon counts.
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.
该技术可优化下一代游戏图像品质和实时渲染的速度,在不降低材质贴图质量前提下,大大减小存储空间。
The next-generation technology to optimize image quality and game speed real-time rendering, and without reducing the quality of textures premise, greatly reduce the storage space.
该技术可优化下一代游戏图像品质和实时渲染的速度,在不降低材质贴图质量前提下,大大减小存储空间。
The next-generation technology to optimize image quality and game speed real-time rendering, and without reducing the quality of textures premise, greatly reduce the storage space.
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