

免費預覽已結束,剩余35頁可下載查看
下載本文檔
版權說明:本文檔由用戶提供并上傳,收益歸屬內容提供方,若內容存在侵權,請進行舉報或認領
文檔簡介
re-thinking the visual pipeline for next-gen games,alex amancio thursday august 3rd, 2006,rapidly creating a high resolution model (to be used as a normal map),rapidly creating a high resolution model to be used as a normal map,in-game model with normal map,rapidly creating a high resolution model to be used as a normal map,step 1:,unwrapping and converting uv data into a planar 3d model based on the uv coordinates,modeling the high resolution model (adding complex detail is much simpler on a 2d surface),rapidly creating a high resolution model to be used as a normal map,step 2:,adding additional detail and extracting the normal map in z-brush,rapidly creating a high resolution model to be used as a normal map,step 3:,applying the complex normal map to the in-game model,achieving realistic visuals avoiding the “photo plastered on poly” look,achieving realistic visuals avoiding the “photo plastered on poly” look,a breakdown of the basic principles on how the human eye perceives the world,= general detail,medium distance,= macro detail,long distance,short distance,= micro detail,distance is important,different elements are important at different distances,achieving realistic visuals avoiding the “photo plastered on poly” look,general detail,colors & patterns,long distance,achieving realistic visuals avoiding the “photo plastered on poly” look,medium distance,macro detail,curves & volumes,general detail,colors & patterns,achieving realistic visuals avoiding the “photo plastered on poly” look,short distance,micro detail,texture & grain,general detail,colors & patterns,macro detail,curves & volumes,achieving realistic visuals avoiding the “photo plastered on poly” look,extrapolation of these principles into simple rules to follow when creating a material,general detail : colors & patterns,= diffuse map,=,achieving realistic visuals avoiding the “photo plastered on poly” look,extrapolation of these principles into simple rules to follow when creating a material,macro detail : curves & volumes,= normal map,=,achieving realistic visuals avoiding the “photo plastered on poly” look,extrapolation of these principles into simple rules to follow when creating a material,micro detail : texture & grain,= specular map,=,achieving realistic visuals avoiding the “photo plastered on poly” look,implementation of these principles into the actual creation of textures & materials,diffuse maps,extrapolate the chromatic information,avoid any easily recognizable patterns,keep detail to a minimum,of course,in cases where the height of the surface contrasts sharply,deep grooves,sharp protrusions,better results will be achieved if a minimal lighting (radiosity) is included in the diffuse maps.,achieving realistic visuals avoiding the “photo plastered on poly” look,implementation of these principles into the actual creation of textures & materials,normal maps,extrapolate the macro detail,do not get into details that are too small,for organic surfaces, adding a second level of height into the normal will increase realism and quality,+,=,achieving realistic visuals avoiding the “photo plastered on poly” look,implementation of these principles into the actual creation of textures & materials,specular maps & masks,extrapolate light surface information,replicate surface grain and imperfections,+,=,achieving realistic visuals avoiding the “photo plastered on poly” look,implementation of these principles into the actual creation of textures & materials,specular maps & masks,+,=,regular specular map,tiled specular map,achieving realistic visuals avoiding the “photo plastered on poly” look,implementation of these principles into the actual creation of textures & materials,environment shader demo movie,next-gen character shaders remaining sharp at any distance,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,current next gen pipelines,gigantic textures are not an option as even next-gen is subject to the same constraints as current-gen even high resolution textures get blurry when you get close enough,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,emerging next gen pipelines,reasonable sized textures in well thought out shaders are the key the models remain crisp when viewed from up close,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,shader recipe,512 x 512,diffuse map,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,shader recipe,normal map,512 x 512,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,shader recipe,mask,512 x 512,the textures 3 channels can each hold one different grayscale mask (r-g-b) specular mask dirt mask wound mask,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,shader recipe,specular map,256 x 256,the same tillable specular map can be used for all of the games characters,256 x 256,if extra quality is needed, a tillable detail normal can be added to the shader. this texture is also usable on all of the game characters.,detail normal map,next-gen character shaders remaining sharp at any distance,a breakdown of the principles & techniques used,actual print screen,creating variety through the use of custom shaders,creating variety through the use of custom shaders,the integration of custom in-game shaders into 3dsmax,what are some essential ingredients,get accurate information on the exact memory usage of your shader within the shader editor at the click of a button.,memory usage counter,creating variety through the use of custom shaders,the integration of in-game shaders into 3dsmax,essential for the creation of materials that use multi-layering (various diffuse, normal & specular maps).,essential for the usage of multiple uv groups in your material.,what are some essential ingredients,multi-channel alpha mask support,multiple uv map channel support,creating variety through the use of custom shaders,the integration of in-game shaders into 3dsmax,allows for different reflective surfaces on the same material,allows form multiple levels of normal detail per material,allows the adding of ambient occlusion (radiosity) information in the vertex illumination,what are some essential ingredients,multiple specular map support,multiple normal map support,ambient occlusion baking,creating variety through the use of custom shaders,the integration of in-game shaders into 3dsmax,advantages,easily accessible engine parameters render states lighting type surface type ids, etc.,tweakable viewport lighting sun color & intensity sky & ground colors hemispheric intensity,creating variety through the use of custom shaders,the integration of in-game shaders into 3dsmax,the main
溫馨提示
- 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請聯系上傳者。文件的所有權益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網頁內容里面會有圖紙預覽,若沒有圖紙預覽就沒有圖紙。
- 4. 未經權益所有人同意不得將文件中的內容挪作商業或盈利用途。
- 5. 人人文庫網僅提供信息存儲空間,僅對用戶上傳內容的表現方式做保護處理,對用戶上傳分享的文檔內容本身不做任何修改或編輯,并不能對任何下載內容負責。
- 6. 下載文件中如有侵權或不適當內容,請與我們聯系,我們立即糾正。
- 7. 本站不保證下載資源的準確性、安全性和完整性, 同時也不承擔用戶因使用這些下載資源對自己和他人造成任何形式的傷害或損失。
最新文檔
- 2025年中國搪瓷冰碗行業投資前景及策略咨詢研究報告
- 公司自動化系統管理制度
- 公司報關專用章管理制度
- 旅游公司部門管理制度
- 培訓學校一對一管理制度
- 公司備用金申請管理制度
- 制藥公司資料室管理制度
- 公司固體廢棄物管理制度
- 培訓機構上下學管理制度
- 無水乙醇儲存管理制度
- 清華大學抬頭信紙
- Unit 2 Lesson 1 Money vs Success 課件 高中英語新北師大版性選擇必修第一冊(2022-2023學年)
- 天津大學年《儀器分析實驗》期末試題及答案
- 特種設備風險分級管控清單(叉車)
- 《創新創業實踐》課程思政教學案例(一等獎)
- 項目激勵管理制度
- 核酸的降解與核苷酸代謝課件
- T∕CGMA 033001-2018 壓縮空氣站能效分級指南
- 設備安全操作培訓.ppt
- 淺談新興縣禪宗文化旅游開發分析解析
- 40篇短文搞定高考英語3500詞(共42頁)
評論
0/150
提交評論