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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P16 ppt

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P16 ppt

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P16 ppt

... Web site, 666 game artists. See developers game consoles versus personal computers, 5–6 Game Developer Magazine, 667 Game Development Search Engine, 667GameDev.Net Web site, 666gamesAge of ... menu commandsDefine Pattern, 202, 204, 206Fill, 204, 206Preferences, Guides and Grid, 260Stroke, 257, 269, 315, 376Transform, Flip Horizontal, 240Transform, Flip Vertical, 240Transform, Rotate, ... rock, 229–233sandstone, 236–242stone wall set, 264–277role-playing game (RPG), 8ROM (read-only memory), 3Rotate canvas command (Image menu), 203Rotate command (Edit menu, Transform), 260,294Rotate...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P1 pptx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P1 pptx

... set. Nowhere but in 2D Artwork and 3D Modeling for Game Artists will you find such a complete treatise on 2D artwork and 3D modeling for games or interactive media.Sincerely,André LaMotheSeries ... 24Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 2D Artwork and 3D Modeling for Game ArtistsDavid FransonPlease purchase PDF Split-Merge on www.verypdf.com to ... this book is allabout. For the most part, the digital gaming art world encompasses a few primary cate-gories: 2D texture and background creation, 3D modeling and animation, and level design. We’ll...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P7 ppt

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P7 ppt

... channel’sselection and applythe Gaussian Blur fil-ter again. Copy and paste this selectioninto the Layerspalette.Figure 8.185Desaturate the layer, and adjust the levels and curves. Add adrop shadow and ... drop shadows, and styles in general:Assume, whenmaking textures, that the global light for your game is a light sourcepositioned high overhead and not off at an angle—unless your game company ... the foreground to a reddish-brown, like hex# 2C0C01, and the back-ground to a brownish-orange, like hex# 2C1407.3. Choose Filter, Render, Clouds (see Figure 8.137).Filter: Render, CloudsForeground:...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P11 ppt

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P11 ppt

... used hex# BEB4A0 and hex# ABA18D for the foreground and back-ground colors for this filter).5. Keeping the selection active, use the Burn tool to burn some darkness intothe base and edges of the ... baselayer! Deep Paint 3D uses thislayer when sending and fetch-ing the texture map back and forth with Photoshop.TIPIf you’re having trouble using the fil-ters or other tools and operationsnative ... scale, rotate, and duplicate multiple copies of the toothyou just created and form something like I have done in Figure 12.26. When all issaid and done, merge all the teeth to one layer and apply...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P14 pptx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P14 pptx

... channel and two chromacity channels,A and B. Typically used for color conversions between other modes or for porting work to a print shop.Lasso. A tool used in 2D and 3D programs to make freehand ... create graphics programs and games that are video-hardwareindependent. DirectX is the standard PC game- development platform and is typicallyneeded to run most video games or graphics programs.Displacement ... and transparencies to be painted onto an object.MD3. id Software’s Quake III character model file format.MDL. Valve’s (and Quake’s) character model file format.648D.Glossary of 2D- and 3D- Related...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P2 docx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P2 docx

... the best format for our needs is STL. Short for stereolithogra-phy, this format is used in the modeling industry for machines designed to carve anactual, physical model based on your 3D mesh. ... polygon count, and will be seenbeing held by other players.These polygon counts may also vary withdistance. For information on creating LODs, see Part IV,“PreparingAssets for Games with 3D Studio ... in 3D space, all 3D mesh objects are rendered toscreen at least 30 times per second. That means the player’s computer’s CPU and graphics processors must constantly transform the game world and...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P3 doc

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P3 doc

... model in 3D space and select coordinates for unwrapping. Notice that the Mapping tab under the Command Panel hasexpanded to offer you a suite of options for unwrapping your object.Click and drag ... BecauseDeepUV only opens 3D Studio Max (.3ds), Lightwave (.lwo), and Wavefront (.obj)file formats, I saved it as widget.3ds in the Chapter 5 Data section on the CD-ROM.Go ahead and open it (click ... the cuff and sweep it several times, adjusting the width to conform toa hand shape as I have done in Figure 4.35.8. Select a pad of faces on the inside of the hand and move, rotate, and/ orscale...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P4 doc

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P4 doc

... area, and once again click Relax.This will relax all the points naturally, and you should end up with a nicelyunfolded hoop as shown in Figure 5.39.20. That’s it for the hoop; scale it down and ... to the grip and backhoop. Normally, for a shape like this, you could use Interactive: Cylinder mappingto quickly unwrap the thing, but I’d rather iso-late and unfold the back and bottom first,because ... DeepUVTIPBefore you unwrap the front hoop and hose, save your work by click-ing File, Save As, and overwritingyour previous .rh3 file.Figure 5.45 Select the top hoop,cut it away, and choose...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P5 pdf

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P5 pdf

... “dun-geon set” by grouping appropriate artwork for the stone walls, floors, and ceilings; and wood textures for the doors, stretching racks, torches, and the like.Here’s a quick guideline/overview ... sideof a building. I toned it down and cleaned it up a bit so it would be more appropri-ate for a video game. 1887. Game TexturingFigure 7.2 A free-hand texture mapapplied to the skin ofa ... panel–two textures are created; one for the light being on, and one for off.The game engine will handle alternating the two during game play (see Chapter 9,“Advanced Texturing Examples,” where...
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Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

Tài liệu 2D Artwork and 3D Modeling for Game Artists- P6 docx

... use for almost any type ofrock on any planet—just try changing the foreground and background colors for different results.1. Start a new 512 × 512-pixel RGB image.2. Select any foreground and ... the best for making walls and whatnot, but work well whenwrapped around boulders and such. For more on U-V mapping and skinningobjects, see Part II, “Unwrapping the U-Vs With DeepUV,” and Chapters ... The channel must be rotated before you can perform the diagonal cuts onthe lines. To do so, click Edit, Transform, Rotate. Then press and hold downthe Shift key and rotate the channel 45 degrees...
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