粘贴此层上的纹理文件的堆栈。
然后,你可以在Unity游戏引擎中分配适当的纹理文件给材质并且完成你的网格外观。
You can then assign the appropriate texture files to the materials and complete the look of your mesh in Unity's game engine.
第1步 :一个球体的纹理是一个没有颜色的嵌入的配置文件的8位图像。
Step 1: A sphere’s texture is an 8-bit image with no color profile embedded.
如果您移动、复制或重命名过网页,那么任何支持文件(项目符号、背景纹理以及图形)的链接将会中断。
If you move, copy, or rename your Web page, any links to supporting files-such as bullets, background textures, and graphics might be broken.
如果你要使用一个纹理或声音文件,你必须将它添加到一个已存在于场景或项目中的游戏对象上。
If you are working with a texture or a sound file, you will have to add it to a GameObject that already exists in the Scene or Project.
减少内容大小。使用PVRTC压缩纹理并使用更低多边形模型。参见有关减少文件大小的手册页面了解更多信息。
Reduce the size of your content. Use PVRTC compression for textures and use low poly models. See the manual page about reducing file size for more information.
首先,创建一个新的文档,将木头纹理粘贴进去,按下Ctrl+Shift+U键去色,然后将文件保存为Displacement.psd文件。
First, create a new file and paste in the wood texture. Press Ctrl+Shift+U to desaturate it and then save it as Displacement.psd
使用内存映射文件技术及多线程调度技术,用于管理和调度大数据量地形数据和纹理数据。
Using Memory Map File and Multi-thread dispatch technology, to manage and dispatch large terrain data and texture data.
在保存数据访问页时,默认情况下,所有支持文件(如项目符号、背景纹理和图形)都被组织在支持文件夹中。
When you save a data access page, all supporting files - such as bullets, background textures, and graphics - are, by default, organized in a supporting folder.
默认情况下,将网页保存到时,所有支持文件(例如,项目符号、背景纹理以及图形)将保存到一个单独文件夹中。
By default, when you save a Web page to a, all supporting files -? Such as bullets, background textures, and graphics -? Are stored in a separate folder.
默认情况下,将文件另存为网页时,所有支持文件(例如,项目符号、背景纹理以及图形)将被组织到支持文件夹中。
By default, when you save your file as a Web page, all supporting files -? Such as bullets, background textures, and graphics -? Are organized in a supporting folder.
下载和使用自定义纹理/模型和复制文件到一个文件夹或订阅在车间包装简单。
Downloading and using custom textures/models is as simple as copying files into a folder or subscribing to a pack on the workshop.
本文先介绍了一些与课题相关的技术,主要有图象文件格式、肤色检测、纹理检测、轮廓检测和形状描述等技术。
The paper first introduces some related techniques to the research subject, such as image file format, skin color detection, skin texture detection, edge detection and shape descriptor, etc.
之后,了解混合模式,如何添加整理如皮肤纹理,以及如何保存文件以显示在互联网上。
After that, learn about blending modes, how to add finishing touches like skin texture, and how to save your files for display on the Internet.
在心图层中打开一幅特定纹理的图片(文件-打开)。
此外,在文章的底部包括一个到现场的文件,其中包括现场与冷冻网和全分辨率的所有JPG格式的纹理版本的链接。
Also included at the bottom of the article is a link to the scene file, which includes a version of the scene with a frozen mesh and all the textures in JPG format at full resolution.
在这个光盘上,你会发现不仅是一步一步的指导,从这些艺术家,但他们的高分辨率分层文件,自定义画笔,纹理,照片参考和视频,太。
On this disc you'll find not only step-by-step gUIdance from these artists, but also their high-res layered files, custom brushes, textures, photo references and videos, too.
如果你想生成一个应用程序包(. apk文件)针对一个特定的硬件架构,可以使用纹理压缩来覆盖默认的行为。
If you want to build an application archive (. Apk file) targeting a specific hardware architecture, you can use the Texture Compression option to override this default behavior.
也就是说,这种纹理的使用效果不是取决于材质,而是取决于渲染设置。 详情请参考渲染脚本文件。
That is, the texture to use can be not in the material, but taken from the settings of the Renderer instead, see Renderer scripting documentation.
点击棋盘旁边的“颜色”的纹理映射文件。
Click the checkerboard next to "Color" to map in a texture file.
该文件为FBX数码产品交付,OBJ格式(无紫外分光光度计,无纹理)。
The files are delivered as Digital Product in FBX, OBJ formats( No UVs, No Textures).
Unity能很好压缩其他软件输出的文件格式,所以除非你已经是一个正确分辨率的JPG文件否则最好使用无损格式的纹理(不要手动进行压缩)。
Unity takes care of compression for the output platform, so unless your source is already a JPG of the correct resolution it's better to use a lossless format for your textures.
研究了将FLT模型文件,包括材质和纹理转化为FST格式的方法,有效解决了制造单元规模扩大时,仿真系统运行速度减慢的问题。
Then we study the way to transfer FLT form to FST including the material and the texture of the 3D model, and the problem of the speed becoming slow when the scale of system is enlarged.
支持存储仿真媒体资源,例如:纹理地图、位图和网格文件,直接被CLR编译为窗体的嵌入式资源,而不是做为外部的文件。
Support for storing simulation media resources such as texture maps, bitmaps, and mesh files directly as part of the CLR assemblies in the form of embedded resources rather than as external files.
但你真正需要的是复制一个图像块的文件夹,然后它可以作为一个纹理加载,同样创造一个。obj模型,将成块的文件夹将加载新模型!
But all you really need is to copy an image into a block's folder and then it can be loaded as a texture, likewise creating a. Obj model and putting that into a block's folder will load the new model!
影片纹理是从一个视频文件中创建的动画纹理。
Movie Textures are animated Textures that are created from a video file.
影片纹理是从一个视频文件中创建的动画纹理。
Movie Textures are animated Textures that are created from a video file.
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