Download e-book for kindle: 3D Game Environments: Create Professional 3D Game Worlds by Luke Ahearn

By Luke Ahearn

ISBN-10: 0240808959

ISBN-13: 9780240808956

From a steamy jungle to a latest urban, or perhaps a sci-fi house station, 3D video game Environments is the final word source that will help you create AAA caliber paintings for a number of online game worlds. essentially utilizing Photoshop and 3ds Max, scholars will learn how to create practical textures from picture resource and various recommendations to painting dynamic and plausible online game worlds. With specific tutorials on developing 3D types, employing second paintings to 3D versions, and transparent concise recommendation on problems with potency and optimization for a 3D online game engine, Luke Ahearn delivers every thing scholars intend to make their very own life like video game environments.

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Additional resources for 3D Game Environments: Create Professional 3D Game Worlds

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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. Usually the game artist, when placing an emitter, makes sure it looks as if the particles are coming out of something and not just from thin air. While a simple particle system may only contain an emitter, a polygon, and a texture, more complex particle systems can contain multiple emitters and multiple textures and use 3D meshes as particles.

You need to know what sound effects, decals, and other assets need to be produced and what sound effects and other events must be assigned to each surface in the world. You can also control aspects of collision such as distance. If an object is very far away, you can decide not to detect any collisions on the object, as this is more efficient. If an object is close but unreachable by the player, you might want to detect for bullet collisions so the bullet effect can be displayed, but not detect for player collisions.

That’s great news to me—I find that texture atlases slow things down in the typical artist workflow. As you build a game world, you create many textures to cover the many 3D objects in the world. When the game world is loaded and run in the game engine, the game engine has to access (call) each of those textures for each frame it renders. These calls slow everything down, so it is desirable to reduce the number of calls. There is a technique you can use called texture packing or creating a texture atlas that can accomplish this.

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3D Game Environments: Create Professional 3D Game Worlds by Luke Ahearn


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