By Luke Ahearn
The final word source that can assist you create triple-A caliber artwork for numerous video game worlds; 3D video game Environments deals distinct tutorials on growing 3D versions, employing 2nd 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 how you can create real looking textures from picture resource and makes use of quite a few concepts to painting dynamic and plausible video game worlds.
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Extra info for 3D Game Environments
You can use simple generic collision solutions that detect Orientation to Game World Optimizations 25 Figure 1-16 The effect a collision hull has in a game. Top: The hull is too simple (top left), and the book’s mascot looks like she is ﬂoating when on top of it (top right). Bottom: The hull is a little more complex, but a lot more effective (bottom left). The ﬁgure looks like she is actually standing on the car hood (bottom right). Note that the collision hull might be even a bit more detailed (depending on the game), so players can crawl under the vehicle or interact with it in an even more reﬁned manner.
Remember that there are many factors to consider when determining texture size and compression. How close will the player get to the asset? How often will the asset appear in the world, and how many times is it 15 16 3D Game Environments Figure 1-11 How the three methods discussed here work with examples. Orientation to Game World Optimizations Figure 1-12 The interface and various windows of the NVIDIA tool as applied to masking and alpha. 17 18 3D Game Environments Figure 1-13 The interface and various windows of the NVIDIA tool as applied to the compression options.
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.