A you might Disney Jump Bounce House have gather from everyth discuss in thi chapter so far,But rememb the earlier comment about map sizes: render the imag to the size it will be in the game. real time is mostli a matter of creat the best illus with what is technolog possible. Most of the model creation process, so far, ha been accomplish by us limit version of what is alreadi avail in ani 3D Program, and us simpl plan and effici to achiev results.
Some items, however, cannot be done in real time. Certain map type Bump mapping, Shininess, and Specular map , specif light design, and mani other techniqu ar beyond the limit of real-tim game at thi point, becaus of the bare-bon shade limit need to creat speed.
These more complex map requir the computation expens Phong shade mode and must simpli be "faked." Here again, a littl plan can go a long way. Fake a Bump Map:Bump maps, in pre-rend 3D, ar a wai to creat the illus of limit surfac relief on an object.
Artist have been do thi in flat imag for thousand of year by creat highlight and shadow in still images. The same techniqu work veri well for creat "fake" Bump maps. Determin the angl of your light sourc high and right alwai creat a believable, recogniz sourc , and paint in the highlight and shadows.
The onli Disney Princess Moonwalk differ is that your shadow do not move in respons to the real-tim light sourc and the "bumps" ar not visibl from the edg of the face to which thei ar applied. If creat bump through paint seem a bit intimidating, you can creat your bump-map material, appli it to a flat plane in your favorit 3D Applicat add lighting, and render the imag out to a file for us on your real-tim mesh.
instead of render the imag larger and scale it down later.
没有评论:
发表评论