By Luke Ahearn
The final word source that will help you create triple-A caliber paintings for a number of online game worlds; 3D online game Environments bargains particular tutorials on developing 3D types, making use of second artwork to 3D versions, 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 tips on how to create life like textures from picture resource and makes use of a number of suggestions to painting dynamic and plausible online game worlds.
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Extra resources for 3D Game Environments
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. 26 3D Game Environments collisions in a simple primitive shape such as a cube, sphere, or cylinder. You can let the actual geometry of the world object be the collision hull and detect collisions on every polygon, or you can build a low poly collision hull speciﬁcally for the asset.
Use hotkeys and shortcuts so you are able to gradually remove menu bars, your goal being to work in “expert mode” as often as possible where there are no menus on screen. • Create custom menu bars if you need to use menu bars. Applications often come with bloated menus for many functions you may never use; these take up a large amount of screen space. • Get used to switching viewports using hotkeys, so if you need to line something up using a speciﬁc viewport you can do so quickly and in full screen.
The camera on the right has a wider angle lens than the one on the left. A wider angle allows us to see more of the world, but the image is greatly distorted. You can determine where the frustum begins to draw objects and where it stops drawing objects. These settings are called the near and far clipping planes. The plane closest to the camera is the near clipping plane, and the plane farthest from the camera is the far clipping plane (Figure 1-20). 29 30 3D Game Environments Figure 1-18 The view frustum.
3D Game Environments by Luke Ahearn