1. Trang chủ
  2. » Công Nghệ Thông Tin

CREATING GAME ART FOR 3D ENGINES- P12 pptx

7 206 0
Tài liệu đã được kiểm tra trùng lặp

Đang tải... (xem toàn văn)

THÔNG TIN TÀI LIỆU

Thông tin cơ bản

Định dạng
Số trang 7
Dung lượng 91,3 KB

Các công cụ chuyển đổi và chỉnh sửa cho tài liệu này

Nội dung

THE CD-ROM THAT ACCOMPANIES THIS BOOK MAY BE USED ON A SINGLE PC ONLY.. THE LICENSE DOES NOT PERMIT THE USE ON A NETWORK OF ANY KIND.. YOU FURTHER AGREE THAT THIS LICENSE GRANTS PERMISSI

Trang 1

using viewing tools, 6–7

using viewport controls, 5

producing simple shape animation

creating datablock, 159–161

editinggame.csto call script, 161

overview, 159

projectile hierarchy, 152

projectile.dts, 152, 154–155

properties, adjusting for easier modeling,

171

proxies

for helper bones at hips, 229

troubleshooting, 288

ProxiesAndLinking.wmv, 229, 294

pulsing light, 109

R

railgun animation, 129–131

railgun.cs, 154

raised pixels, creating, 209–211

raygun, see weapons

raygun.cs, 154–158, 162

raygun.dts, 154, 156–157

Raygun.max, 54

RaygunTextured.max, 54

ready position, 187, 204, 226, 247

real-time rendering, 16, 20, 32, 233

Reflective map, 105–106

reflectivity

Assign Material to Selection, 106

changing Mono Channel Output to

Alpha, 106

defining reflective material in 3ds Max,

105–106

Reflection mapping in Photoshop,

104–105

Show Map in Viewport, 106

Rendering dialog box, 217

rendering out UV template, 72–73

rendering using Texporter, 73–75

Reset command (File menu), 4

rigging

assigning weights to vertices with

Absolute Effect, 237–238

assigning weights to vertices with Weight tool, 238–240

avoiding chewing gum effect, 241–242 changing skeleton while skinning, 242 COM object, 224–225

combining bones with bipeds, 248–249 creating bipeds, 176, 223

creating optional controller objects, 244

deciding between bones and biped, 222 defined, 222

examining skinning process, 232–241 fitting biped to character mesh, 230–232 keyframing to check mesh deformation, 243–244

Kork player biped with custom mesh, 245–248

looking for vertex collapse, 243 minimizing vertex collapse, 225–230, 247–248

modifying parameters after creating bipeds, 223

moving and rotating bones to check vertex assignments, 241–244 moving bipeds, 225

overview, 222 robots, 244–245 rotating bipeds, 224 setting up mesh as 3D template, 222 understanding bipeds, 223

unwrapping before, 190 robots

creating base metal texture, 213 creating scratched and peeling paint, 215–217

with multiple meshes, 186–187 rigging, 244–245

unwrapping, 201 root animation sequence, 282 root cycle, 257–258

root pose, 247–248, 256–257 RootAnim.max, 258

RootPose.max, 258 Rotate gizmo, 12, 35

Trang 2

Rotate tool

accessing, 3

compared to Arc Rotate, 7

gizmo, 6

rotating

bipeds, 224

bones to check vertex assignments,

241–244

run cycle

constrainingcammarker, 263

defined, 258

improving, 264–265

keyframing biped to run, 258–263

troubleshooting, 289

viewing and adjusting trajectories, 264

RunCycle.wmv, 259, 294

S

saving

3ds Max (.max) files, 18

Figure file, 231–232

Scale gizmo, 27

Scale tool

accessing, 3

gizmo, 6

scaling

to fit Torque Engine, 54–55

hands for character mesh, 178–179

UVs, 80–81

Scene Undo levels, 4

Schematic View, 129, 140

screen resolution, 2

scripting characters

AIplayer.cs, 286–287

for different character meshes in game,

284–287

Game.cs, 286

overview, 282

player2.cs, 285–286

player.csanimation script, 282–284

player.csdatablock script, 284

scripts

script file editing, 137

scripting health patch animation, 148–149

seams, repairing with Clone Stamp tool, 102–104

secondary motion, 252 Select and Link, 128–129, 228 Select and Move button, 5 Select by Name, 129, 144–145 Select tool, 5

selecting primitives, 5 Selection button, 8 selection windows, 8 Self-Illumination, 120–121 SemiOpaqueMaterials.wmv, 110, 293 Sequence objects

embedding, 146–148 export settings, 279 Set Tangents to Linear, 131 SettingUpGameFiles.wmv, 282, 293–294 shape, adding to character mesh, 175 Shapes list, 161

shapes, simple, see simple shapes

Shell modifier, 184–185 shoulders and vertex collapse, 225 Show Frozen in Gray, 43, 171, 222 Show Map in Viewport, 15, 69, 106, 170, 202

Show Tool Pro, Torque, 281–282 side cycle, 265–266

silver faces, 20 simple shapes animating, 127 modeling, 22–23 producing animation, 159–161 setting up and exporting, 140–145 shape doesn’t appear in game, 162 skeleton

applying via Skin or Physique, 232 changing while skinning, 242 nonintuitive dependencies, 255 Skin modifier, 232–233, 246–247 SkinModifier.wmv, 233–234, 294 skinning

adjusting envelopes, 233–237 applying skeleton via Skin or Physique, 232

Trang 3

applying Skin modifier to character

mesh, 233

changing skeleton while, 242

deciding which bones to add to Skin

modifier, 233

defined, 233–234

moving bones after skinning has started,

237

prerequisites for, 232

SkinningAbs.wmv, 238, 244, 294

SkinningWeightTool.wmv, 239, 294

Slice Plane, 12–13, 173

Smooth+Highlights, 5, 11, 15

Smoothing Groups

assigning, 107

modifying, 118–119

texturing characters, 208

smoothing, turning off, 58–59

snap, adjusting, 4

Snaps toggle, 4

spacesuit texture, 208–209

spine, 236

Standard toolbar, 2, 5–8

starter.fps, 129, 134, 137, 149–150

static shapes folders, 135

steel, textured, 107

stitching edges, 70, 80, 92, 192–193

strafe cycle, 265–266

stray vertices, 20, 190–191

structurally sound models, creating, 20–21

symmetry

adding, to mirror and weld vertices

si-multaneously, 47–54

adding, to speed up modeling process,

171

Symmetry modifier, 47–48, 53–54,

171–172, 194

T

Tangency types, 127

template planes

applying templates to planes, 170–171

creating, 169

freezing templates, 171

orienting, 169–170 setting up units, 169 snapping to origin, 170 templates

basic run, 259 creating, for weapon model, 42–43 creating UV template, 200

rendering out UV template, 72–73 setting up mesh as 3D template, 222 Texporter, 73–75

TexturedSteel.psd, 107, 208 textures

baking into mesh, 205 creating from scratch, 97 creating in powers of two, 97 distorted, 219

metal, 117, 213–214 modeling, in 3ds Max, 217–218 reptile, 218

scratched and peeling paint, 215–217 steel, 107, 218

using digital photos for, 96 working with Photoshop, 97 texturing

ammo box, 119–122 animating transparent exhaust material, 109–110

applying Layer Styles, 107–108 applying materials in 3ds Max, 111–112 appropriate equipment for, 96

astronaut’s face, 211–213 See also

texturing Bevel and Emboss effect, 108, 115–116, 210

billboard, 119, 121, 150–151 consideration, 96

consistent lighting, 96–97 creating ancient metal, 117 creating scratched and peeling paint, 215–217

creating textured steel, 107 defining reflective oil drum material in 3ds Max, 105–106

drop shadows, 108, 209, 216–217

Trang 4

health patch, 107–112

helmet texture, 211

highlighting, 217

Image mode settings, 97

Inner Glow effect, 108, 210

Layer Styles to create raised pixels,

209–211

misaligned unwrap, 219

modifying Smoothing Groups, 118–119

oil drum, 101–107

Outer Glow effect, 108

power charger, 115–119

preparing UV template in Photoshop, 99

pushing pixels with Liquify tool, 101–102

Reflection mapping in Photoshop,

104–105

repairing seams with Clone Stamp tool,

102–104

robot, 213–217

scratched and peeling paint, 215–217

setting up in Photoshop, 208

Smoothing Groups, 107, 208

spacesuit texture, 208–209

textures not in game, 162

troubleshooting, 219

using actions to save time, 98–99

using IFL material, 109–111, 131

using Layer Effects, 98

using Layer Mask for nondestructive

editing, 98

using Layer Mask for ribs, 211

using Layer Styles, 216–217

using layers for flexibility, 98

using offset to make texture wrap, 102

weapon, 112–115

3ds Max

adjusting grid and snap, 4

DTS Export Utility, 140, 144

installing DTS exporter, 136–137

introduction, 2–3

setting preferences, 4

setting up template planes, 169–171

shortcut keys, 97–98

using drop-downs and panels, 3

workspace, 2–3

threshold, weld, 25–26, 190–191 Time Configuration, 126, 262 Time Slider, 124, 131, 243 T-junction, 20

Torque Editor, 137 inserting simple shape into game, 141–143

Torque Game Engine applying LOD, 143–144 checking console window, 138–139 exporting game art from 3ds Max, 134 folder structure, 134

saving and renaming missions, 138 setting up, 136–139

setting up for FPS, 137 Torque Show Tool Pro, 133, 139, 257, 266,

269, 281–282, 290–291, 294 trackball and Arc Rotate, 7 trajectories, 264

transform animation, 124, 136 transparent

exhaust material, 109–110 and frozen meshes, 222 turning edges, 182–183 twins/twinning, 252

U

Unlink Selection, 129 Unwrap modifier, 75, 84, 205 Unwrap UV modifier, 59 Unwrap UVW modifier, 61–66 unwrapping

accessing selections in Edit UVWs dialog box, 203

adjusting UVs on body, 196 ammo box, 82–83

applying Cylindrical map to model, 59–61

applying Normal map, 66–67 applying Planar map, 85 applying Unwrap UVW modifier, 61–66 applying utility material, 68–69

assigning Mesh IDs to polygons, 202–203 baking texture into mesh, 205

body with Normal map, 194–197

Trang 5

breaking and overlapping UVs, 195

breaking and reorganizing UVs, 195–196

breaking and scaling UVs, 80–81

character, overview, 190

correcting edge UVs, 79–80

correcting flaws in UVs, 69–70

creating Multi/Sub-Object material, 202

creating UV template, 200

deciding between material/object color,

58

described, 58

faces, 197–199

hands, and adding to body, 191–196

health patch, 90–94

helmet, 201

mirroring and aligning normal-mapped

UVs, 75–78

moving UV vertices to improve mapping,

71, 85–86

with multiple materials IDs, 202–203

Normal mapping cooling fins, 78–79

oil drum, 58–75

Pelt map, 198

Planar maps, 191–196

planning for, and character modeling,

166

power charger, 84–90

rendering out UV template, 72–73

before rigging, 190

robot and component mesh, 201

saving, loading, and combining UVs,

204–205

stray vertices, impact of, 190–191

stray vertices, removing, 190–191

turning off smoothing, 58–59

using Planar map for more complex

mod-els, 86–90

using Texporter for UV rendering, 73–75

weapons, 75–82

Utilities panel, 2, 21, 73, 166

utility material

applying, 68–69

defined, 68

UV rendering, 72–75 UVs

adjusting on body, 196 adjusting on face, 197–198 applying photo to face, 212–213 breaking and overlapping, 195 breaking and reorganizing, 195–196 saving, loading, and combining, 204–205 UVW gizmo, 59

UVW Map gizmo, 61 UVW Map modifier, 15–16, 42, 59, 61, 134,

169, 183 UVW Mapping modifier, 15, 61

V

vertices adding symmetry to mirror and weld vertices simultaneously, 47–54 Assertion error during vertex merge, 274, 290

assigning to every bone, 236 assigning, to helper bones, 235 assigning weights to, 237–240 Cannot Collapse error, 288 improperly assigned, 287 looking for vertex collapse, 243 manipulating for chair model, 14 minimizing vertex collapse, 225–230, 247–248

moving UV vertices to improve mapping,

71, 85–86 moving/adding for character modeling, 172–174

stray, 20 welding for chair model, 14 welding, with weld threshold, 25–26 viewing angle, changing, 7

viewing tools 3ds Max interface, 2 using, 6–7

viewports 3ds Max interface, 2–3 Edged Faces, 5

Trang 6

maximizing, and using arc rotate, 11

Smooth+Highlights, 5

using controls, 5

Wireframe, 5

Views flyout, 5

visibility animation, 130–131, 136

Visibility Track, 130

volume, adding to character mesh, 175

W

weapon.dts, 154

weaponname.cs, 162

weapons

adding symmetry to mirror and weld

vertices simultaneously, 47–54

animation, 129–131

breaking and scaling UVs, 80–81

components and hierarchy for, 152

correcting edge UVs, 79–80

creating template to model by, 42–43

editingraygun.cs, 155–157

folder, 135

introduction, 41

mirroring and aligning normal-mapped

UVs, 75–78

modeling, 41–55

modeling with plane, 43–47

Normal mapping cooling fins, 78–79

preparing and exporting animations,

152–153

scaling to fit Torque Engine, 54–55 scripts for, 153–159

setting up and exporting, 151–159 texturing, 112–115

troubleshooting, 288–289 unwrapping, 75–82 view in game is incorrect, 162 Weight tool, 238–240, 243–244 welding vertices

adding symmetry to mirror and weld vertices simultaneously, 47–54 for chair model, 14

with weld threshold, 25–26, 190–191 Whole Shape, 140–141, 153, 277 Window Selection mode, 8 Wireframe, 5

wireframe, 139, 147, 152, 224, 233, 271 workspace, 2–3

World Editor Creator, 137, 141, 148, 149 World Editor Inspector, 137–138, 141–142,

148, 161

X–Z

X-axis, moving objects, 6 Y-axis, moving objects, 6 Z-axis, moving objects, 6 Zoom About Mouse Point setting, 4 Zoom tool, 6–7

Trang 7

THE CD-ROM THAT ACCOMPANIES THIS BOOK MAY BE USED ON A SINGLE PC ONLY THE LICENSE DOES NOT PERMIT THE USE ON A NETWORK (OF ANY KIND) YOU FURTHER AGREE THAT THIS LICENSE GRANTS PERMISSION TO USE THE PRODUCTS CONTAINED HEREIN, BUT DOES NOT GIVE YOU RIGHT OF OWNERSHIP TO ANY OF THE CONTENT OR PRODUCT CONTAINED ON THIS CD-ROM USE OF THIRD-PARTY SOFTWARE CONTAINED

ON THIS CD-ROM IS LIMITED TO AND SUBJECT TO LICENSING TERMS FOR THE RESPEC-TIVE PRODUCTS

CHARLES RIVER MEDIA, INC (“CRM”) AND/OR ANYONE WHO HAS BEEN INVOLVED IN THE WRITING, CREATION, OR PRODUCTION OF THE ACCOMPANYING CODE (“THE SOFT-WARE”), OR THE THIRD-PARTY PRODUCTS CONTAINED ON THIS CD-ROM, CANNOT AND

DO NOT WARRANT THE PERFORMANCE OR RESULTS THAT MAY BE OBTAINED BY USING THE SOFTWARE THE AUTHOR AND PUBLISHER HAVE USED THEIR BEST EFFORTS TO EN-SURE THE ACCURACY AND FUNCTIONALITY OF THE TEXTUAL MATERIAL AND PROGRAMS CONTAINED HEREIN; WE, HOWEVER, MAKE NO WARRANTY OF THIS KIND, EXPRESS OR IMPLIED, REGARDING THE PERFORMANCE OF THESE PROGRAMS THE SOFTWARE IS SOLD “AS IS” WITHOUT WARRANTY (EXCEPT FOR DEFECTIVE MATERIALS USED IN MAN-UFACTURING THE DISC OR DUE TO FAULTY WORKMANSHIP); THE SOLE REMEDY IN THE EVENT OF A DEFECT IS EXPRESSLY LIMITED TO REPLACEMENT OF THE DISC, AND ONLY

AT THE DISCRETION OF CRM

THE AUTHOR, THE PUBLISHER, DEVELOPERS OF THIRD-PARTY SOFTWARE, AND ANYONE INVOLVED IN THE PRODUCTION AND MANUFACTURING OF THIS WORK SHALL NOT BE LIABLE FOR DAMAGES OF ANY KIND ARISING OUT OF THE USE OF (OR THE INABILITY TO USE) THE PROGRAMS, SOURCE CODE, OR TEXTUAL MATERIAL CONTAINED IN THIS PUB-LICATION THIS INCLUDES, BUT IS NOT LIMITED TO, LOSS OF REVENUE OR PROFIT, OR OTHER INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OF THE PRODUCT

THE SOLE REMEDY IN THE EVENT OF A CLAIM OF ANY KIND IS EXPRESSLY LIMITED TO REPLACEMENT OF THE BOOK AND/OR CD-ROM, AND ONLY AT THE DISCRETION OF CRM THE USE OF “IMPLIED WARRANTY” AND CERTAIN “EXCLUSIONS” VARY FROM STATE TO STATE, AND MAY NOT APPLY TO THE PURCHASER OF THIS PRODUCT

Ngày đăng: 01/07/2014, 22:20