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Then choose Image, Rotate, Free Rotate to get the Free
Rotate dialog box (see Figure 11.9).
Click the Right button in the Direction frame, and click the
Free button in the Degrees frame. Finally, type 1.00 in the text
box next to the Free button, and click OK. This will rotate the
selected area 1 full degree to the right (see Figure 11.10).
You should have your rotated area with the selection mar-
quee still surrounding it. Don't touch anything yet—leave
the selection as it is.
Now after having explained the Crop
tool, I'll show you another way to
crop the image that is sometimes
more convenient than using the
Crop tool. With the rotated area still
selected, choose Image, Crop to
Selection and the image will be cropped for you!
You will then end up with an image as shown in
Figure 11.11 suitable for use as a texture.
Now compare Figure 11.11 with Figure 11.7
and you will see the difference.
Original Artwork
The other approach to creating textures is to
use original artwork. Some people believe this
is not a real option for them, because they
think they can't draw or paint to save their
lives. I tend to feel that everyone can learn the
techniques required. My intent here, however,
is not to teach you how to draw, so if you want
to learn more, I encourage you to look into tak-
ing some lessons.
If you are satisfied with your artistic skills, then
you have another rich avenue for texture gen-
eration available to you. The techniques used to convert a photograph to a texture can also
be used to convert your hand-made images to textures.
Another approach for creating original artwork is to create your images directly in a tool
like Paint Shop Pro. You can draw freehand using the mouse or a pen tablet.
Sources 357
Figure 11.8 Rectangular
Selection tool icon.
Figure 11.9 The Free Rotate dialog box.
Figure 11.10 The rotated woodgrain.
Figure 11.11 The cropped woodgrain
image.
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With tools like Paint Shop Pro you have a wide variety of means for creating textures,
including a specific Texture Effects tool in the Effects menu, as shown in Chapter 8. Figure
11.12 shows examples of textures created using the built-in features of Paint Shop Pro. I
encourage you to explore this tool in depth. It can really be a timesaver. And you can use
it to create some knockout textures.
Scaling Issues
When creating your textures, you will need to pay
attention to the issue of scale. The sizes of the things
within an image that is used to make a texture have a
particular relationship to other real-world objects. We
are subconsciously aware of many of these relation-
ships from our exposure to the world in general and
will notice when the textures are out of proportion to
the items they adorn. If it's bad enough the effect can
sometimes be similar to the sound of fingernails being
dragged across a chalkboard!
Figure 11.13 shows two stylized houses.
The bricks in house A are far too large,
while the bricks in house B are more
appropriately sized, yet may still be a bit
too large. Yes, there are some uses for
stone blocks having proportions such as
those in house A, but they are rarely
used in bungalow-sized or two-story
homes, as depicted in the figure.
The scale issue can pop up anywhere, as you
can see in Figure 11.14. The texture image in
the corrugated metal bridge surface is probably
about 10 times larger than is appropriate.
Sometimes you might need to redo the texture
to match—other times you can adjust how the
texture is applied to the polygons using the
modeling tools. My rule of thumb is that if the
texture image size is 64 pixels by 64 pixels or
smaller and needs to be made larger, you
should make a new texture at the larger size.
The same goes the other way: If the image size
Chapter 11
■
Structural Material Textures358
Figure 11.14 Scaling error.
Figure 11.13 Scaling bricks.
Figure 11.12 Example textures.
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is larger than 64 pixels by 64 pixels and needs to be made smaller, then make a new tex-
ture at the smaller size.
Tiling
Many structures have large surfaces with repeating patterns. The best way to approach
making textures for these surfaces is to create one smaller texture that is replicated many
times across the surface, rather than simply making one large texture.
The replication will usually take place in two dimensions. It is important to make sure that
the edges of the texture align properly when they meet. Figure 11.15 shows this to good
effect. You can see the obvious horizontal as well as the more subtle artifacts in house A
where the tiled brick textures don't quite line up. In house B, where care was taken to
ensure that the texture edges matched up correctly, those artifacts aren't visible.
However, in house B in Figure 11.15 there
is another obvious artifact of tiling, this
time caused by asymmetric lighting
effects in the texture shading. You can see
each repeated texture tile—its position is
marked by the presence of the darker
shaded bricks in a repeated pattern. This
effect can be quite subtle and difficult to
detect in an image viewed in isolation.
Figure 11.16 shows the texture used in house B of Figure
11.15. Looking at it in isolation, you would be hard
pressed to notice the subtly darker shaded bricks.
The simplest way to fix up a texture for use as a tiled tex-
ture is to copy the left edge, about 5 or 10 pixels wide,
mirror the copy horizontally, and then paste the copy on
the right side of the image. Do the same for the bottom
edge. Of course, you can go from top to bottom or right
to left as well. The important step is the mirroring.
After placing the mirrored edges, spend a little time
blending their inner edges with the interior portions of
the image.
Figure 11.17 shows a stone block texture that is a candi-
date for use in a tiling situation.
Figure 11.18 shows the texture tiled in a set of four. Again,
you can see the artifacts caused by the mismatched edges.
Tiling 359
Figure 11.15 Tiled brick texture.
Figure 11.17 A stone texture.
Figure 11.16 The brick texture
with asymmetric shading.
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Figure 11.19 shows the
left edge being copied,
mirrored, and placed
on the right.
Figure 11.20 shows the
same thing happening
with the bottom edge.
Finally, Figure 11.21
shows the tiled result.
Texture Types
There are far too many
texture types and class-
es of material appear-
ances for me to enu-
merate them with any
sort of thoroughness.
Given that, there is a
much smaller set of tex-
ture types that are
found over and over in
nature and man-made
structures.
Most of the following textures are types that are used for buildings, bridges, and other
man-made items in a game world.
Irregular
Irregular textures tend to have a general disorder and
random appearance, like that shown in Figure 11.22. Dirt
and grass are examples of irregular textures. Quite often
irregular textures are combined with other, different
irregular textures in order to give a weathered or dam-
aged appearance to an area or surface.
Chapter 11
■
Structural Material Textures360
Figure 11.18 Poorly tiled stone
texture.
Figure 11.19 Replicating the
left edge.
Figure 11.20 Replicating the
bottom edge.
Figure 11.21 Properly tiled
stone texture.
Figure 11.22 An irregular
texture.
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Rough
Rough textures, as shown in Figure 11.23, sometimes
have somewhat the same sense about them as irregular
textures. They are often used as tiles on a surface like a
sidewalk or rough concrete walls.
Pebbled
Pebbled textures are another example of textures often
used for paved surfaces and stone walls. Tarmacadam
pavement is an example of a finely pebbled surface when
viewed from a distance
of about 5 or 6 feet.
Figure 11.24 shows a
more obvious pebbled
texture that could be
used for a wall or deco-
rative planter.
Woodgrain
Figure 11.25 shows a
woodgrain texture that
has many highly variant
bundles of lines rang-
ing from fine to coarse that run roughly parallel to each
other, sometimes interrupted by swirls and knots. Some
kinds of stone have similar appearances.
Smooth
We all know when something is smooth—there are no
discernable bumps or irregularities to our touch.
Depicting smoothness in textures can be a little diffi-
cult. We usually create a rather bland surface look and
then introduce a few soft and mild irregularities in
order to emphasize the smoothness. Figure 11.26
shows a smooth texture.
Texture Types 361
Figure 11.23 A rough texture.
Figure 11.24 A pebbled
texture.
Figure 11.25 A woodgrain
texture.
Figure 11.26 A smooth
texture.
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Patterned
Patterned textures are pretty straightforward. The intent is not necessarily to convey the
contour, bumpiness, or feel of a surface, but rather to represent regular shapes or patterns
that appear on an item. Figure 11.27 depicts a pattern
that could be used to represent the louvers of an air duct
in a wall.
Fabric
Fabric textures emulate the appearance of things like
canvas or carpet. Fabrics may be woven or not, but they
all tend to exhibit fine repetitive shapes. Figure 11.28
shows a woven fabric texture that could be canvas.
Metallic
Metallic textures tend to have a dominant color, with a
strong dark shadow that follows the outer contours of
the metallic object and a bright accent color that runs
along raised surfaces. Figure 11.29 shows a texture that
could be used for a metal tube.
Reflective
A reflective texture simulates the effect of a light source
in the scene reflecting strongly off the surface of the tex-
tured object. Figure 11.30 is such a texture that might be
depicting a bright overhead light reflecting off a window.
Plastic
Plastic textures are sim-
ilar to metallic textures
in their manner of
shading and highlight-
ing. Plastic tends to
have more of an oily
appearance to it at
times, so the shading
and highlights are often
more sinuous. As
shown in Figure 11.31,
Chapter 11
■
Structural Material Textures362
Figure 11.27 A patterned
texture.
Figure 11.28 A fabric texture.
Figure 11.29 A metallic
texture.
Figure 11.30 A reflective
texture.
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the highlights tend to be less clearly defined than with
metallic textures, while the light source often appears as
a distinct highlight.
Moving Right Along
In this chapter, we examined how to collect images to use
in applying textures to objects that represent real-world
structures. We saw some of the processing techniques that
we may need to use to prepare our images for use as tex-
tures, like color matching and cropping.
Some of the areas that can be more problematic when
considering textures for structures are scaling the images and preparing them to be "tiled"
if the texture will be used in a repeating fashion. A texture that can be tiled is one whose
opposite edges can be mated together without producing a noticeable seam.
Finally, we explored some of the more common texture patterns and characteristics that
are used in games.
In the next chapter, we will look at terrains, which are often used to provide that touch of
realism in our game worlds. Some of the ideas we've covered in this chapter will certain-
ly be useful in the next chapter as well.
Moving Right Along 363
Figure 11.31 A plastic texture.
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365
Terrains
chapter 12
M
any games take place exclusively inside buildings or structures, like tunnels.
And many other games involve exclusive outdoor game play. Then there are
some games that have a mix of each.
When your game has an outdoor component, you need to represent the terrain, which in
game terms is the combination of the topography (hilliness, for example) and ground
cover (grass, gravel, sand, and so on). The topography is modeled using a 3D model, and
the ground cover is represented by textures.
In addition to representing the ground, you also need to represent the sky, if you want to
have interesting outdoor game play. Typically, a construct called a skybox is used to repre-
sent all of the sky, from horizon to horizon.
Terrains Explained
To understand terrains in a game development
context, we need to look at the characteristics of
the terrain we want to model. These characteris-
tics will drive our need for the data that defines the
terrain we want to make and therefore will heavi-
ly influence how and where we obtain that data.
Terrain Characteristics
A basic unit of terrain is the tile. Essentially a ter-
rain tile is a collection of polygons that form a
3D model that represents the terrain, as depict-
ed in Figure 12.1.
Figure 12.1 An untextured terrain tile.
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When we model terrain in a game, there are a number of choices we have to make. We
need to decide the level of terrain fidelity we want to achieve. Another choice is to figure
out the spread of the terrain. Finally, we need to decide what sort of freedom the terrain
embodies. Table 12.1 lists characteristics and the ramifications of each of these choices.
Chapter 12
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Terrains366
Table 12.1 Terrain Characteristics
Characteristic Description
Fidelity
Terrain fidelity
measures how accurately the terrain reflects real topography found
somewhere in the world—how realistic it is. The realism can be reflected in both the
modeling and the textures. Modeling fidelity can be described as any of the following:
Realistic: Accurate at 1:1 scale inall dimensions with high-resolution textures
representing the terrain cover.
Semirealistic: Accurately scaled, usually to a smaller size. Often the vertical
scale is 1:1 while the horizontal scales are around 1:2. The game
World War II
Online
by Cornered Rat Software has all of Western Europe modeled in this
fashion. The game uses medium-to-low resolution textures to represent
ground cover.
Quasi-Realistic: Not accurately scaled in any dimension, but still attempts to
represent a real location in the world. Usually employs high-resolution ground
cover textures. The scales and textures are chosen to give a sense of the locale
that works well in the game environment. NovaLogic's
Delta Force
series
takes this approach.
Unrealistic: Everything else! Unrealistic terrain is most commonly used to
specifically enhance game play or the backstory of the game.
Spread
Terrain spread
is the degree to which areas of the terrain are unique. Terrain is created in
units called tiles. The spread is related to these tiles in one of three ways:
Infinite: A square terrain region is repeated, or tiled, inall cardinal directions, such
that when the player leaves a region to the west, he enters a new copy of the
same terrain tile from the east. This continues for as long as the player keeps
moving in that one direction.
Finite: The terrain tiles are repeated inall directions, but at some point the
repetition stops.
Untiled: Terrain tiles are not repeated.
Freedom
Terrain freedom
is the measure of how much the player's in-game movements are
restricted by the terrain. Terrain freedom is closely coupled with terrain spread. There are
really only two degrees of terrain freedom:
Closed: Closed terrain limits player movements inall cardinal directions at some
point. With closed terrain, at some point after a player has been moving in a
particular direction, he cannot continue that way, either because there is a virtual
physical barrier or because the program prevents further movement. In any case,
the terrain is usually modeled beyond the barrier only as far as the player can
see. After that—nothing.
Open: Open terrain allows player movement in any direction for as long as the
player wants. Some games will warp the player to the "other side" of the world,
where he will keep crossing terrain tile copies until he returns to the place he started.
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[...]... that does not in any way imply that it is not a capable program, especially in the low-poly world that computer games inhabit In fact, the stripped-down nature of MilkShape certainly makes it easier to learn than most of the "big boys." Installing MilkShape 3D If you want to install only MilkShape 3D from the enclosed CD, do the following: 1 Browse to your CD in the \MS3D directory (MS3D is the abbreviated... model terrain in a 3D world In both cases 3D polygon models represent terrains In the external method we include the terrain as just another object in the game world This method offers much freedom of manipulation You can rotate the terrain model, skew it, and otherwise subject it to all manner of indignities All3D engines support this approach While flexible, it is usually an inefficient way to render... texture In the bottom row from left to right are dirt, a muddy track, and eroded wet sand Tiling Unless you are going to create specific terrain cover textures for every square inch of terrain, you will end up tiling your terrain cover at some point All the issues brought up with tiling in other contexts apply here, such as matching texture edges to get seamless transitions and ensuring lighting in the... elevation information for specific coordinates of places on Earth DEM files can be converted to a format used by game engines called a height map We won't go into detail about how to use DEM data for your game, but you can use several of the resources listed in the appendixes to locate the data and tools needed Terrain Modeling There are basically two approaches that 3Dgame engines use to model terrain in. .. this, Terrain Manager terrains can sometimes be made larger and more complex than those created using other approaches Most 3D engines, like Torque, that use a Terrain Manager also provide terrain generation, manipulation, and editing tools that we can use to create our own terrains Usually importing height maps is available for terrain generation Some engines, like Torque, have built -in Terrain Editors...Terrain Modeling There are practical considerations that direct our terrain design choices Many game engines simply aren't capable of handling the distances involved in large-scale terrains or the number of objects required to appropriately populate them Some game genres aren't suited to open terrains—the player needs to be confined in order to advance the game story as required Terrain Data When... for obtaining real-world terrain data If we aren't modeling a real location, we've seen how we can create our own imaginary terrain using Paint Shop Pro, so that we can satisfy the needs of our game We also looked at terrain cover, and how to create images for use as terrain cover We also learned about some of the visual anomalies, like terrain tiling seams that might make our terrains less pleasing,... inefficient way to render complex large terrains Team LRN 367 368 Chapter 12 ■ Terrains The second approach is the internal method, where terrain is rendered by special code in the game engine often called a Terrain Manager Using the Terrain Manager approach allows game engine programmers to apply specific memory and performance optimizations to the terrain object, because they can discard unnecessary... gain is offset by the fact that our terrain will now be blockier and less realistic Figure 12.2 A terrain height map Figure 12.3 shows a terrain model generated from the height map shown in Figure 12.2 In this case MilkShape was used to import the height map and create the terrain object Team LRN Terrain Modeling Terrain Cover In the simplest sense, terrain cover refers to all the stuff that you find... X-axis in step 8 of this list Team LRN Figure 12.15 Terraform Editor Figure 12.16 The Operation dialog box 375 376 Chapter 12 ■ Terrains Figure 12.17 The Load File dialog box The white line in the map shows the terrain boundary, representing the extents of your terrain before repeating In the main 3D view, a green translucent box illustrates this boundary, as you can see in Figure 12.19 The terrain boundary . tools needed.
Terrain Modeling
There are basically two approaches that 3D game engines use to model terrain in a 3D
world. In both cases 3D polygon models. where terrain is rendered by special code in
the game engine often called a Terrain Manager. Using the Terrain Manager approach
allows game engine programmers