3DSMAX次世代游戏制作教学技术.ppt

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1、Re-thinking the visual pipeline for Next-Gen games,Alex AmancioThursday August 3rd,2006,Rapidly creating a high resolution model(To be used as a normal map),Rapidly creating a high resolution model To be used as a normal map,In-Game Model with Normal map,Rapidly creating a high resolution model To b

2、e used as a normal map,Step 1:,Unwrapping and converting UV data into a planar 3D model based on the UV coordinates,Modeling the high resolution model(Adding complex detail is much simpler on a 2D surface),Rapidly creating a high resolution model To be used as a normal map,Step 2:,Adding additional

3、detail and extracting the normal map in Z-Brush,Rapidly creating a high resolution model To be used as a normal map,Step 3:,Applying the complex normal map to the In-Game model,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Achieving realistic visuals Avoiding the“photo plaste

4、red on poly”look,A Breakdown of the basic principles on how the human eye perceives the world,=General detail,Medium distance,=Macro detail,Long distance,Short distance,=Micro detail,Distance is important,Different elements are important at different distances,Achieving realistic visuals Avoiding th

5、e“photo plastered on poly”look,General detail,Colors&Patterns,Long distance,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Medium distance,Macro Detail,Curves&Volumes,General detail,Colors&Patterns,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Short dis

6、tance,Micro detail,Texture&Grain,General detail,Colors&Patterns,Macro Detail,Curves&Volumes,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Extrapolation of these principles into simple rules to follow when creating a material,General detail:Colors&Patterns,=Diffuse map,=,Achie

7、ving realistic visuals Avoiding the“photo plastered on poly”look,Extrapolation of these principles into simple rules to follow when creating a material,Macro detail:Curves&Volumes,=Normal map,=,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Extrapolation of these principles in

8、to simple rules to follow when creating a material,Micro detail:Texture&Grain,=Specular map,=,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Implementation of these principles into the actual creation of textures&materials,Diffuse maps,Extrapolate the chromatic information,Avo

9、id any easily recognizable patterns,Keep detail to a minimum,Of course,In cases where the height of the surface contrasts sharply,Deep grooves,Sharp protrusions,Better results will be achieved if a minimal lighting(Radiosity)is included in the diffuse maps.,Achieving realistic visuals Avoiding the“p

10、hoto plastered on poly”look,Implementation of these principles into the actual creation of textures&materials,Normal maps,Extrapolate the macro detail,Do not get into details that are too small,For organic surfaces,adding a second level of height into the normal will increase realism and quality,+,=

11、,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Implementation of these principles into the actual creation of textures&materials,Specular maps&Masks,Extrapolate light surface information,Replicate surface grain and imperfections,+,=,Achieving realistic visuals Avoiding the“ph

12、oto plastered on poly”look,Implementation of these principles into the actual creation of textures&materials,Specular maps&Masks,+,=,Regular Specular Map,Tiled Specular Map,Achieving realistic visuals Avoiding the“photo plastered on poly”look,Implementation of these principles into the actual creati

13、on of textures&materials,Environment Shader demo movie,Next-Gen Character Shaders Remaining sharp at any distance,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Current Next Gen Pipelines,Gigantic textures are not an option as even Next-Gen i

14、s subject to the same constraints as Current-GenEven High resolution textures get blurry when you get close enough,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Emerging Next Gen Pipelines,Reasonable sized textures in well thought out shader

15、s are the keyThe models remain crisp when viewed from up close,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Shader recipe,512 x 512,Diffuse Map,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniq

16、ues used,Shader recipe,Normal Map,512 x 512,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Shader recipe,Mask,512 x 512,The textures 3 channels can each hold one different grayscale mask(R-G-B)Specular maskDirt maskWound mask,Next-Gen Charact

17、er Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Shader recipe,Specular Map,256 x 256,The same tillable specular map can be used for all of the games characters,256 x 256,If extra quality is needed,a tillable detail normal can be added to the shader.This textu

18、re is also usable on all of the game characters.,Detail Normal Map,Next-Gen Character Shaders Remaining sharp at any distance,A breakdown of the principles&Techniques used,Actual print screen,Creating varietyThrough the use of custom shaders,Creating varietyThrough the use of custom shaders,The inte

19、gration of custom in-game shaders into 3dsmax,What are some essential ingredients,Get accurate information on the exact memory usage of your shader within the shader editor at the click of a button.,Memory usage counter,Creating varietyThrough the use of custom shaders,The integration of in-game sha

20、ders into 3dsmax,Essential for the creation of materials that use multi-layering(Various diffuse,normal&specular maps).,Essential for the usage of multiple UV groups in your material.,What are some essential ingredients,Multi-channel alpha mask support,Multiple UV map channel support,Creating variet

21、yThrough the use of custom shaders,The integration of in-game shaders into 3dsmax,Allows for different reflective surfaces on the same material,Allows form multiple levels of normal detail per material,Allows the adding of ambient occlusion(radiosity)information in the vertex illumination,What are s

22、ome essential ingredients,Multiple specular map support,Multiple normal map support,Ambient occlusion baking,Creating varietyThrough the use of custom shaders,The integration of in-game shaders into 3dsmax,Advantages,Easily accessible engine parametersRender StatesLighting typeSurface typeIDs,etc.,T

23、weakable viewport lightingSun color&IntensitySky&Ground colorsHemispheric intensity,Creating varietyThrough the use of custom shaders,The integration of in-game shaders into 3dsmax,The main advantage:,What you see in 3dsmax is what you get in the engine.Centralizes the visual pipeline into one tool.

24、,Creating varietyThrough the use of custom shaders,The use of shaders to dynamically age,destroy,etc.in-game assets,Dynamic Weapon Shader demo movie,Creating varietyThrough the use of custom shaders,The use of shaders to allow various instances of an object spawned in-game to be different in terms o

25、f color,dirt,scratches,etc.,Dynamic Vehicle Shader demo movie,This presentation would not have been possible without the following people,Frederic ChappartMarc-Andr DeslongchampsSbastien FroncekDany MarcouxThomas Rodrigue,Special thanks,Clint HockingJean-Sebastien MorinLouis-Pierre PharandBrennan PriestPatrick Redding,Thank You!,End slide,

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