TAILIEUCHUNG - 2D Artwork and 3D Modeling for Game Artists- P2

Tham khảo tài liệu '2d artwork and 3d modeling for game artists- p2', công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả | 24 2. Getting Ready to Model Concept Art The Final Objective Having the two object models in mind I want you to pause a minute and think about why I chose them. The RF-9 plasma gun is a great start. Although it s no ordinary object it s not too difficult to model and for now will have no moving parts. This is my favorite type of object to model and texture because it s generally quick to develop and has what I would consider an easy texture skin. Beveled futuristic metal is fun and looks really cool so I think you ll enjoy it in fact that will be your first modeling project to get your feet wet. The slogre model on the other hand will be by far the most complex. The slogre will consist of only one skin mesh but will have an internal skeletal structure known in 3D Studio Max as a biped object that will be used to drive the mesh deformation. That is as the bones in the biped object move around the vertices in the mesh will follow. On top of that you ll be weighting the mesh adjusting the behavior of the mesh around the bones and skinning. Lastly dummy nodes must be placed all over the slogre to signify locations for the character to mount weapons backpacks point-of-view cameras and the like. The model itself being organic will also be the most time consuming so we ll save that for last. Summary Developing a complex 3D game model is definitely a time-consuming process that must be well-planned in order for your model to be successful and presentable in a gaming environment. The development can be broken down into several basic steps beginning with an initial concept sketch to provoke modeling ideas which leads to creating the model itself in a 3D modeling program followed by U-V mapping texturing possibly applying a bones system to deform the mesh and finally outputting to a game engine of choice. Lars provided some great sketches that you can use as you create the models and textures for this game. Of course you don t have to stick like glues to the sketches although

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