该场景中大多数的纹理使用最基础的设置,但是对于一些面我试图增加一些细节。
Most of the texturing in this scene use pretty basic setups but there were a few surfaces that I tried to make with some added detailing.
对场景的地形构造、纹理映射、LOD技术、实例调用等建模技术细节进行了深入探讨。
The technique details of the terrain generation of scene, texture map, LOD and transferring instance are discussed.
带着独特的UVW maps的所有场景物体准备好后,我用展开工具在一个单一的纹理绘图中创建了所有细节的纹理。
Having all my scene objects with a unique UVW maps that I created with the unwrap tool allows me to texture all details in a single texture map.
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