tailieunhanh - Creating 3D Game Art for the iPhone with Unity Part 4

Cấu trúc liên kết là chính topology của lưới của bạn sẽ cung cấp cho bạn những đầu mối để khi bạn cần phải tập trung một số lượng lớn của số lượng đỉnh của bạn. Bạn cần phải chắc chắn để cung cấp độ phân giải đủ trong các lĩnh vực của lưới của bạn sẽ bị biến dạng khi hoạt hình. | Creating 3D Game Art for the iPhone with Unity FIG This Is the Level We ll Discuss Throughout the Book. a level. The whole manner in which you construct the level can bear great importance on the performance. In Chapter 2 we looked at the creation of Tater and the process was fairly straightforward. We discussed determining a vertex budget and from there we modeled and UV mapped the character to adhere to that budget. However with an entire level there s much more to consider. Depending on your game a level can be rather large and you shouldn t just build the entire level into one mesh and send that off to the GPU. Well that is to say if you re concerned about performance you wouldn t. When you look at designing a level you need to think about both the technical and artistic aspects. For instance on the artistic side you need to think about how a level lends itself to the overall story of the game. You need to think about how each level will entice the player with something new and engaging but also increase in difficulty to keep the player interested. You need to make sure that each level builds upon each other and supports to progress the overall story of the game. On the technical side you need to be constantly focused on performance. This brings us to the constant struggle we face as game developers which is the balancing of performance artistic vision. Sure you can throw everything but the kitchen sink into your level and although it make look fantastic it unfortunately doesn t run beyond 12 FPS. This would result in a failed game as it doesn t play well. 66 Creating Game Objects Using modo Over the next several sections we ll be taking a look at how to balance the art and technical limitations in order to build high-quality and optimized content. Creating a Style Although the focus of the book is on the technical aspects of building content I felt it would be important to talk a bit about style. The style of your game should speak to the audience and lend