tailieunhanh - Creating 3D Game Art for the iPhone with Unity Part 3

Bạn cần phải chắc chắn rằng các cấu trúc liên kết của lưới của bạn được thiết kế để xử lý các hình ảnh động. Trong hình. 2,22, bạn có thể thấy các đa giác được sắp xếp để dòng chảy từ trên vai, trên ngực và xung quanh vai và bắp tay. | Creating 3D Game Art for the iPhone with Unity Topology Is Key The topology of your mesh will give you clues as to where you need to concentrate a bulk of your vertex count. You need to be sure to provide enough resolution in the areas of your mesh that will be deformed when animated. You need to be sure that the topology of your mesh is designed to handle the animation. In Fig. you can see how the polygons were arranged to flow from the top of the shoulders across the chest and around the shoulders and biceps. The topology of the chest and shoulders allows for smooth movement in these areas and will deform well when Tater is animated. FIG The Topology of Your Meshes Are Very Important and You Need to Be Sure to Add Enough Detail to Allow the Topology to Deform Well when Animated. I use the Spin Quads tool often when working out my topology for my mesh. The Spin Quads tool is great for changing the flow of polygons. For example in Fig. you can see how I used Spin Quads to change the topology of Tater s shoulder and neck. FIG Spin Quads Was Used to Change the Topology of the Mesh. 38 Creating Game Objects Using modo Spin Quads can also be used to help reduce geometry. For example whenever you see edges arranged in the shape of a Y you can use Spin Quads to rearrange the two polygons until one of the previous selected polygons are spun into an adjacent polygon. You then select these two polygons and merge them together to create one quad polygon as shown in Fig. . It can be a very effective technique for reducing poly count in your mesh. FIG Spin Quads Can Be Used to Reduce Resolution In Your Mesh. Merging Polygons and Removing Edges When creating my models I didn t try to build the most optimized model to start. Instead my goal was to first capture the shape of the model I wanted to construct. To begin the optimization phase I would go through the model and remove edge loops that really weren t needed to maintain my overall shape. Second