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CREATING GAME ART FOR 3D ENGINES- P12 pptx

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using viewing tools, 6–7 using viewport controls, 5 producing simple shape animation creating datablock, 159–161 editing game.cs to 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, 35 308 Index Index 309 Rotate tool accessing, 3 compared to Arc Rotate, 7 gizmo, 6 rotating bipeds, 224 bones to check vertex assignments, 241–244 run cycle constraining cam marker, 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.cs animation script, 282–284 player.cs datablock 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 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, 216–217 310 Index Index 311 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 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, 5 312 Index Index 313 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 editing raygun.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 LIMITED WARRANTY AND DISCLAIMER OF LIABILITY 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. . 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. 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. 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,

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