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CREATING GAME ART FOR 3D ENGINES- P12 pptx

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using viewing tools, 6–7
using viewport controls, 5
producing simple shape animation
creating datablock, 159–161
editing game.cs to call script, 161
overview, 159
projectile hierarchy, 152
projectile.dts, 152, 154–155
properties, adjusting for easier modeling,
171
proxies
for helper bones at hips, 229
troubleshooting, 288
ProxiesAndLinking.wmv, 229, 294
pulsing light, 109
R
railgun animation, 129–131
railgun.cs, 154
raised pixels, creating, 209–211
raygun, see weapons
raygun.cs, 154–158, 162
raygun.dts, 154, 156–157
Raygun.max, 54
RaygunTextured.max, 54
ready position, 187, 204, 226, 247
real-time rendering, 16, 20, 32, 233
Reflective map, 105–106
reflectivity
Assign Material to Selection, 106
changing Mono Channel Output to
Alpha, 106


defining reflective material in 3ds Max,
105–106
Reflection mapping in Photoshop,
104–105
Show Map in Viewport, 106
Rendering dialog box, 217
rendering out UV template, 72–73
rendering using Texporter, 73–75
Reset command (File menu), 4
rigging
assigning weights to vertices with
Absolute Effect, 237–238
assigning weights to vertices with Weight
tool, 238–240
avoiding chewing gum effect, 241–242
changing skeleton while skinning, 242
COM object, 224–225
combining bones with bipeds, 248–249
creating bipeds, 176, 223
creating optional controller objects,
244
deciding between bones and biped, 222
defined, 222
examining skinning process, 232–241
fitting biped to character mesh, 230–232
keyframing to check mesh deformation,
243–244
Kork player biped with custom mesh,
245–248
looking for vertex collapse, 243

minimizing vertex collapse, 225–230,
247–248
modifying parameters after creating
bipeds, 223
moving and rotating bones to check
vertex assignments, 241–244
moving bipeds, 225
overview, 222
robots, 244–245
rotating bipeds, 224
setting up mesh as 3D template, 222
understanding bipeds, 223
unwrapping before, 190
robots
creating base metal texture, 213
creating scratched and peeling paint,
215–217
with multiple meshes, 186–187
rigging, 244–245
unwrapping, 201
root animation sequence, 282
root cycle, 257–258
root pose, 247–248, 256–257
RootAnim.max, 258
RootPose.max, 258
Rotate gizmo, 12, 35
308 Index
Index 309
Rotate tool
accessing, 3

compared to Arc Rotate, 7
gizmo, 6
rotating
bipeds, 224
bones to check vertex assignments,
241–244
run cycle
constraining cam marker, 263
defined, 258
improving, 264–265
keyframing biped to run, 258–263
troubleshooting, 289
viewing and adjusting trajectories, 264
RunCycle.wmv, 259, 294
S
saving
3ds Max (.max) files, 18
Figure file, 231–232
Scale gizmo, 27
Scale tool
accessing, 3
gizmo, 6
scaling
to fit Torque Engine, 54–55
hands for character mesh, 178–179
UVs, 80–81
Scene Undo levels, 4
Schematic View, 129, 140
screen resolution, 2
scripting characters

AIplayer.cs, 286–287
for different character meshes in game,
284–287
Game.cs, 286
overview, 282
player2.cs, 285–286
player.cs animation script, 282–284
player.cs datablock script, 284
scripts
script file editing, 137
scripting health patch animation, 148–149
seams, repairing with Clone Stamp tool,
102–104
secondary motion, 252
Select and Link, 128–129, 228
Select and Move button, 5
Select by Name, 129, 144–145
Select tool, 5
selecting primitives, 5
Selection button, 8
selection windows, 8
Self-Illumination, 120–121
SemiOpaqueMaterials.wmv, 110, 293
Sequence objects
embedding, 146–148
export settings, 279
Set Tangents to Linear, 131
SettingUpGameFiles.wmv, 282, 293–294
shape, adding to character mesh, 175
Shapes list, 161

shapes, simple, see simple shapes
Shell modifier, 184–185
shoulders and vertex collapse, 225
Show Frozen in Gray, 43, 171, 222
Show Map in Viewport, 15, 69, 106, 170,
202
Show Tool Pro, Torque, 281–282
side cycle, 265–266
silver faces, 20
simple shapes
animating, 127
modeling, 22–23
producing animation, 159–161
setting up and exporting, 140–145
shape doesn’t appear in game, 162
skeleton
applying via Skin or Physique, 232
changing while skinning, 242
nonintuitive dependencies, 255
Skin modifier, 232–233, 246–247
SkinModifier.wmv, 233–234, 294
skinning
adjusting envelopes, 233–237
applying skeleton via Skin or Physique,
232
applying Skin modifier to character
mesh, 233
changing skeleton while, 242
deciding which bones to add to Skin
modifier, 233

defined, 233–234
moving bones after skinning has started,
237
prerequisites for, 232
SkinningAbs.wmv, 238, 244, 294
SkinningWeightTool.wmv, 239, 294
Slice Plane, 12–13, 173
Smooth+Highlights, 5, 11, 15
Smoothing Groups
assigning, 107
modifying, 118–119
texturing characters, 208
smoothing, turning off, 58–59
snap, adjusting, 4
Snaps toggle, 4
spacesuit texture, 208–209
spine, 236
Standard toolbar, 2, 5–8
starter.fps, 129, 134, 137, 149–150
static shapes folders, 135
steel, textured, 107
stitching edges, 70, 80, 92, 192–193
strafe cycle, 265–266
stray vertices, 20, 190–191
structurally sound models, creating, 20–21
symmetry
adding, to mirror and weld vertices si-
multaneously, 47–54
adding, to speed up modeling process,
171

Symmetry modifier, 47–48, 53–54,
171–172, 194
T
Tangency types, 127
template planes
applying templates to planes, 170–171
creating, 169
freezing templates, 171
orienting, 169–170
setting up units, 169
snapping to origin, 170
templates
basic run, 259
creating, for weapon model, 42–43
creating UV template, 200
rendering out UV template, 72–73
setting up mesh as 3D template, 222
Texporter, 73–75
TexturedSteel.psd, 107, 208
textures
baking into mesh, 205
creating from scratch, 97
creating in powers of two, 97
distorted, 219
metal, 117, 213–214
modeling, in 3ds Max, 217–218
reptile, 218
scratched and peeling paint, 215–217
steel, 107, 218
using digital photos for, 96

working with Photoshop, 97
texturing
ammo box, 119–122
animating transparent exhaust material,
109–110
applying Layer Styles, 107–108
applying materials in 3ds Max, 111–112
appropriate equipment for, 96
astronaut’s face, 211–213. See also
texturing
Bevel and Emboss effect, 108, 115–116,
210
billboard, 119, 121, 150–151
consideration, 96
consistent lighting, 96–97
creating ancient metal, 117
creating scratched and peeling paint,
215–217
creating textured steel, 107
defining reflective oil drum material in
3ds Max, 105–106
drop shadows, 108, 209, 216–217
310 Index
Index 311
health patch, 107–112
helmet texture, 211
highlighting, 217
Image mode settings, 97
Inner Glow effect, 108, 210
Layer Styles to create raised pixels,

209–211
misaligned unwrap, 219
modifying Smoothing Groups, 118–119
oil drum, 101–107
Outer Glow effect, 108
power charger, 115–119
preparing UV template in Photoshop, 99
pushing pixels with Liquify tool, 101–102
Reflection mapping in Photoshop,
104–105
repairing seams with Clone Stamp tool,
102–104
robot, 213–217
scratched and peeling paint, 215–217
setting up in Photoshop, 208
Smoothing Groups, 107, 208
spacesuit texture, 208–209
textures not in game, 162
troubleshooting, 219
using actions to save time, 98–99
using IFL material, 109–111, 131
using Layer Effects, 98
using Layer Mask for nondestructive
editing, 98
using Layer Mask for ribs, 211
using Layer Styles, 216–217
using layers for flexibility, 98
using offset to make texture wrap, 102
weapon, 112–115
3ds Max

adjusting grid and snap, 4
DTS Export Utility, 140, 144
installing DTS exporter, 136–137
introduction, 2–3
setting preferences, 4
setting up template planes, 169–171
shortcut keys, 97–98
using drop-downs and panels, 3
workspace, 2–3
threshold, weld, 25–26, 190–191
Time Configuration, 126, 262
Time Slider, 124, 131, 243
T-junction, 20
Torque Editor, 137
inserting simple shape into game,
141–143
Torque Game Engine
applying LOD, 143–144
checking console window, 138–139
exporting game art from 3ds Max, 134
folder structure, 134
saving and renaming missions, 138
setting up, 136–139
setting up for FPS, 137
Torque Show Tool Pro, 133, 139, 257, 266,
269, 281–282, 290–291, 294
trackball and Arc Rotate, 7
trajectories, 264
transform animation, 124, 136
transparent

exhaust material, 109–110
and frozen meshes, 222
turning edges, 182–183
twins/twinning, 252
U
Unlink Selection, 129
Unwrap modifier, 75, 84, 205
Unwrap UV modifier, 59
Unwrap UVW modifier, 61–66
unwrapping
accessing selections in Edit UVWs dialog
box, 203
adjusting UVs on body, 196
ammo box, 82–83
applying Cylindrical map to model,
59–61
applying Normal map, 66–67
applying Planar map, 85
applying Unwrap UVW modifier, 61–66
applying utility material, 68–69
assigning Mesh IDs to polygons, 202–203
baking texture into mesh, 205
body with Normal map, 194–197
breaking and overlapping UVs, 195
breaking and reorganizing UVs, 195–196
breaking and scaling UVs, 80–81
character, overview, 190
correcting edge UVs, 79–80
correcting flaws in UVs, 69–70
creating Multi/Sub-Object material, 202

creating UV template, 200
deciding between material/object color,
58
described, 58
faces, 197–199
hands, and adding to body, 191–196
health patch, 90–94
helmet, 201
mirroring and aligning normal-mapped
UVs, 75–78
moving UV vertices to improve mapping,
71, 85–86
with multiple materials IDs, 202–203
Normal mapping cooling fins, 78–79
oil drum, 58–75
Pelt map, 198
Planar maps, 191–196
planning for, and character modeling,
166
power charger, 84–90
rendering out UV template, 72–73
before rigging, 190
robot and component mesh, 201
saving, loading, and combining UVs,
204–205
stray vertices, impact of, 190–191
stray vertices, removing, 190–191
turning off smoothing, 58–59
using Planar map for more complex mod-
els, 86–90

using Texporter for UV rendering, 73–75
weapons, 75–82
Utilities panel, 2, 21, 73, 166
utility material
applying, 68–69
defined, 68
UV rendering, 72–75
UVs
adjusting on body, 196
adjusting on face, 197–198
applying photo to face, 212–213
breaking and overlapping, 195
breaking and reorganizing, 195–196
saving, loading, and combining, 204–205
UVW gizmo, 59
UVW Map gizmo, 61
UVW Map modifier, 15–16, 42, 59, 61, 134,
169, 183
UVW Mapping modifier, 15, 61
V
vertices
adding symmetry to mirror and weld
vertices simultaneously, 47–54
Assertion error during vertex merge, 274,
290
assigning to every bone, 236
assigning, to helper bones, 235
assigning weights to, 237–240
Cannot Collapse error, 288
improperly assigned, 287

looking for vertex collapse, 243
manipulating for chair model, 14
minimizing vertex collapse, 225–230,
247–248
moving UV vertices to improve mapping,
71, 85–86
moving/adding for character modeling,
172–174
stray, 20
welding for chair model, 14
welding, with weld threshold, 25–26
viewing angle, changing, 7
viewing tools
3ds Max interface, 2
using, 6–7
viewports
3ds Max interface, 2–3
Edged Faces, 5
312 Index
Index 313
maximizing, and using arc rotate, 11
Smooth+Highlights, 5
using controls, 5
Wireframe, 5
Views flyout, 5
visibility animation, 130–131, 136
Visibility Track, 130
volume, adding to character mesh, 175
W
weapon.dts, 154

weaponname.cs, 162
weapons
adding symmetry to mirror and weld
vertices simultaneously, 47–54
animation, 129–131
breaking and scaling UVs, 80–81
components and hierarchy for, 152
correcting edge UVs, 79–80
creating template to model by, 42–43
editing raygun.cs, 155–157
folder, 135
introduction, 41
mirroring and aligning normal-mapped
UVs, 75–78
modeling, 41–55
modeling with plane, 43–47
Normal mapping cooling fins, 78–79
preparing and exporting animations,
152–153
scaling to fit Torque Engine, 54–55
scripts for, 153–159
setting up and exporting, 151–159
texturing, 112–115
troubleshooting, 288–289
unwrapping, 75–82
view in game is incorrect, 162
Weight tool, 238–240, 243–244
welding vertices
adding symmetry to mirror and weld
vertices simultaneously, 47–54

for chair model, 14
with weld threshold, 25–26, 190–191
Whole Shape, 140–141, 153, 277
Window Selection mode, 8
Wireframe, 5
wireframe, 139, 147, 152, 224, 233, 271
workspace, 2–3
World Editor Creator, 137, 141, 148, 149
World Editor Inspector, 137–138, 141–142,
148, 161
X–Z
X-axis, moving objects, 6
Y-axis, moving objects, 6
Z-axis, moving objects, 6
Zoom About Mouse Point setting, 4
Zoom tool, 6–7
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