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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 Environments
Environment Views 1st Person
Environment Views 3rd Person
Environment Views Isometric
Environment Views Fixed Camera
Environment Views Side Scroller
Environment Views Racing
Environment Art Styles Realistic
Environment Art Styles Semi Realistic
Environment Art Styles Cartoon
Viewing Distance How far the player can see…
Viewing Distance Determined by: Game engine, platform processing and game design Art style – simply cartoony = less polygons/textures, realistic = more polygons/textures
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.
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
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
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.
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