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3D Game Programming All in One By Kenneth C. Finney.

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Presentation on theme: "3D Game Programming All in One By Kenneth C. Finney."— Presentation transcript:

1 3D Game Programming All in One By Kenneth C. Finney

2 Chapter 9 Skins

3 Skins Special name for a specific application of texture images Wrap around a 3D model Provide enhanced detail for object Skinning process begins with UV unwrapping

4 Skins UV Unwrapping –part of the modeling process –U-V Coordinate mapping used to attach skins to models –U and V are somewhat similar to X and Y in a 2D coordinate system –UV Unwrapping a model is like unfolding a cardboard box

5 Skins Lab 4: Skin Creation Process –work with an unwrapped cylinder –use PSP tools to apply images to the unwrapped template –learn some simple tricks to simulate appearance of a metal can –learn about tools that have dynamic cursors (like the text tool) –test using Torque's Show Tool

6 Skins Making a Vehicle Skin vehicles are treated the same as any other model for skinning purposes

7 Skins Lab 5: The Runabout –practice skinning a complex model –the pen tool—making point-to-point line segments –the object selection tool –how to rearrange objects –creating raster layers –use the Air Brush –create free-hand lines

8 Skins Making a Player Skin –techniques apply to all character types—player and non-player alike –concept art is important to the modeling process –concept art is also a useful marketing and team building tool –standardized models can be used to derive many variations

9 Skins Making a Player Skin –process much the same as skinning other models –technique is important to achieve good quality

10 Skins Making a Player Skin –start with an unwrapped template –apply base skin tone (flesh color) –use a skin shading template as an overlay to get rough physiognomy –resize and touch up face to get desired result

11 Skins Making a Player Skin –hair textures have a pattern with randomness thrown in –similar to 'grained' items, like wood or grass –PSP texture tools can be used –details for hands and clothes depend on the use for the model

12 Skins Lab 6: Making a Player Skin –learn how concept art relates to actual model and its textures –create texture image and apply to skin –learn how to adjust layer opacity for overlays –rotate objects and portions of images

13 Summary Skinning: –UV unwrap a mode –Apply texture images –Re-wrap model Use concept art Use highlight templates for character faces Be creative about texture sources


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