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COSC 410 3-D Modeling

COSC 410 3-D Modeling. Environment s. Interior Environments. Interior Environments. Interior Environments. Exterior Environments. Exterior Environments. Exterior Environments. Environment Views. 1 st Person. Environment Views. 3rd Person. Environment Views. Isometric.

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COSC 410 3-D Modeling

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  1. COSC 410 3-D Modeling Environments

  2. Interior Environments

  3. Interior Environments

  4. Interior Environments

  5. Exterior Environments

  6. Exterior Environments

  7. Exterior Environments

  8. Environment Views 1st Person

  9. Environment Views 3rd Person

  10. Environment Views Isometric

  11. Environment Views Fixed Camera

  12. Environment Views Side Scroller

  13. Environment Views Racing

  14. Environment Art Styles Realistic

  15. Environment Art Styles Semi Realistic

  16. Environment Art Styles Cartoon

  17. Viewing Distance How far the player can see…

  18. Viewing Distance Determined by: Game engine, platform processing and game design Art style – simply cartoony = less polygons/textures, realistic = more polygons/textures

  19. Viewing Distance Solutions: Steep camera angle Fog Tall buildings/walls and visual boundaries LODs (Level of Detail) Interiors. Limited draw distance = less polygons and textures to process.

  20. Textures • Bigger budget for environments than characters or vehicles • Larger in size to get more coverage and less ‘tiling’ repetition • Multi-layered materials or ‘shaders’ to create even more variety and detail

  21. Textures

  22. Props • Modular objects that fill the environment, add detail and ‘clutter’. Examples: streetlights, trashcans, crates, mailboxes, dumpsters, signs. • Static - Rooted to the ground/cannot be moved • Interactive - Breakable, pick up-able, part of game design. • Props often outsourced to external contractors

  23. Props

  24. Props

  25. Vegetation/Foliage • Trees, bushes and grass • Time consuming to create and eats up processing. • If realistic then rely on 3rd party software. • Speedtree, Xfrog - takes care of instancing, LODs and animation. • Max’s built-in tree creator - under Create - AEC Extended. Intended more for architectural design.

  26. Vegetation/Foliage

  27. Lighting • Set up in 3D software (e.g., Max) • Use an engine's lighting set up (e.g., Unreal) • Day time lighting – less lights/natural source (Sun) • Night time lighting – Moon + artificial light sources • Vertex lighting - baked into vertices • Ambient Occlusion - pits and peaks darks/lights

  28. Lighting

  29. Lighting

  30. Any questions?

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