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.
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