By Luke Ahearn
The last word source that can assist you create triple-A caliber artwork for various online game worlds; 3D video game Environments deals designated tutorials on growing 3D types, utilizing 2nd paintings to 3D types, and transparent concise suggestion on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains the way to create life like textures from picture resource and makes use of various suggestions to painting dynamic and plausible video game worlds.
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Additional info for 3D Game Environments
Can you achieve the same effect with a more efﬁcient solution? Can you use three small textures on multiple UV channels as opposed to one enormous texture? How much can you compress or reduce the resolution of an image and still maintain visual integrity? One of the most valuable but underappreciated skills a game artist can acquire is knowing not only the various ways of implementing game art solutions, but what methods and combination of those methods comprise the best solution. PARTICLE SYSTEMS Since we are not programmers, we can’t optimize the particle code, but we can control many variables that will allow us to improve the performance of the particle system.
Ten particles that behave and display in an impressive fashion are generally much more pleasing than a hundred particles dropping in some slipshod default display. Orientation to Game World Optimizations 21 Figure 1-14 (a) A typical particle with an alpha channel; (b) a steam cloud using particles; (c) an emitter large and small with the same number of particles spawning from it; (d) a particle system used to create rain and snow. 22 3D Game Environments FORCED PERSPECTIVE Forced perspective is a trick used on stage productions and in places like museum displays to make an area look much larger than it really is.
There are many other creative setups to prevent the player from seeing too much of the world all at once. PLANNING Of course, the best optimization of all is planning your level to be efﬁcient using the best combination of the tools you have available. In general, you will want to occlude the transition between two large areas, if at all possible. Balance the complex with the simple. You don’t have to have every inch of the world covered in high detail—in fact, that is confusing, ugly, and actually reduces the impact one nicely detailed area can have.