Last week on Aug 17 (Monday), 2015, we have happily seen a new addition to our Singapore Game Development Ecosystem – the TP-Autodesk Serious Games Hub at Temasek Polytechnic (TP), School of Informatics & IT.
The idea of “Level of Detail”, or LOD for short, is an important topic in computer graphics as it is one of the key optimization strategy that would help your 3D graphical program, such as video game to run faster and reliably rendered across all the new and old hardware (think of the framerate in graphic rendering pipeline).
This article is aimed to equip you with a better informed overview when constructing a 3D base mesh for games. In the art of digital model making, there are many different methods that let you manually shaping the polygons according to your liking. However, not all the methods are efficient when there is a strict requirement for you to model after a reference with precision. Therefore, I would like to share with you an alternate approach that can support you to build something that required high-level of exactness.
The workflow for setting up a 3 Point-Light in 3D environment is actually quite straightforward, as the positioning of the lights are all depended to the camera’s render view. In fact, you need to nail down the framing of your composition first before setting up the light, and always remember to lock your 3D camera after you have decided on its viewing angle, aspect ratios and pixel resolution (e.g., HD720 in the render settings etc).
There are many different ways to craft a terrain and the choice of a given method is entirely subjected to the requirements of a project and its targeted visual output. Should the visual requirement of a terrain is meant for cinematic playback (e.g. 4K Resolution), then the terrain would need the highest level of details that a production pipeline could provide. To create such highly detailed terrain, the workflow is going to be very complex as the process to replicate a nature environment that can stand for close-up shots is tough!
“…I am having problems to rename all my imported game assets in Maya. No matter how many times I tried to delete and change the instance name via the channel box, it just won’t budge; there is this prefixed naming convention that just […]
From the last article, I have briefly discussed about the topological requirement and the types of topology error that commonly found in a 3D game model. Then, there comes a string of questions from my fellow students:
“How do we detect these mentioned topological flaws […]
In the Principles of Game Art Modeling, I have postulated the necessity of having visual references when you are extending parts of your target audiences’ world into the digital realm. The referred extended realm can be in all sort of form; it could […]
3D modelling is a creative act in which it uses computer to make digital copies of everyday things, such as vehicles, machinery parts and so forth, for the purpose of visualization, communication and replication (for 3D printing). The practice of 3D modelling is […]
Being a long time Maya user myself*, it was a thrill to see the on-going release of Autodesk Maya LT!
Maya LT is a cost-effective DCC tool that targeting the indie game community. Its new affordable pricing and licensing model have been very attractive […]