Download 3D Game Environments by Luke Ahearn PDF
By Luke Ahearn
The last word source that can assist you create triple-A caliber paintings for numerous online game worlds; 3D video game Environments bargains exact tutorials on growing 3D types, employing second paintings to 3D versions, and transparent concise recommendation on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his basic instruments, Luke Ahearn explains easy methods to create life like textures from picture resource and makes use of various thoughts to painting dynamic and plausible online game worlds.
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Additional resources for 3D Game Environments
The drawback to this mapping type is that you can see an edge where the textures meet unless you have created a texture that tiles correctly. Also, the texture gets gathered up, or pinched, at the top and bottom of the sphere and needs to be dealt with in the texture. Spherical mapping is obviously great for planets and other spherical objects (Figure 2-5). Cylindrical Cylindrical mapping projects the map by wrapping it around in a cylindrical shape. Cylindrical mapping can be used on tree trunks, columns, and other cylindrical objects (Figure 2-6).
Orientation to Game World Optimizations Figure 1-17 Top: The higher polygon visual scene. Middle: The collision hulls for player interaction. Bottom: Impact event detection and display hull. 27 28 3D Game Environments We are given many options when dealing with collision. In addition to the collision detection solution (simple solution or custom-built hull), we also have a lot of input into what collides with what and what happens when a collision is detected. A great example of this is weapon impact.
These special versions of a particle system 19 20 3D Game Environments allow developers to make them run more efﬁciently. This is achieved partly by simply dropping the features of a typical particle system that are not needed for a more speciﬁc-use particle system. Emitters and particles are typically represented by some sort of icon in the game editor but are invisible in the game—you only see the assets spawning at the emitter point and being controlled by the particle entity they are attached to.