tailieunhanh - Creating 3D Game Art for the iPhone with Unity Part 9

Đối với các Sphere UV, chúng tôi sẽ cần phải tạo ra hai lớp logic. Lớp đầu tiên sẽ đình chỉ sự năng động khi chúng tôi bắt đầu mô phỏng, trọng lực sẽ không tự động ảnh hưởng đến các đối tượng Cơ quan cứng. Lớp thứ hai, tái kích hoạt sự năng động, nhưng chỉ sau khi chúng tôi nhấn thanh không gian. Trong hình. 7,37, bạn có thể nhìn thấy cả lớp nhấn mạnh. | Creating 3D Game Art for the iPhone with Unity FIG The Exposure Was Adjusted in Photoshop Using the HDR Toning Tools. FIG Here You Can See the Difference That Color Grading Your Maps Can Have on the Style and Look of Your Levels. I created a different look for my game as you can see in the comparison of the default-baked scene and the color-graded scene. Adding Grime to Maps The level looks great with the lightmaps applied however for a trash yard the scene looks way to clean. We need to introduce some dirt and grime to the scene. This is quite simple to do in Photoshop. First I created a grime brush preset as shown in Fig. . I then created a new layer and chose my preset brush changed some settings in the brush editor so that I could stamp the grime down by simply left-clicking. I then began to stamp random dirt across the scene as shown in Fig. . It s important to be mindful of the seams as due to the nature of the lightmap UVs there are lots of seams and careless painting can really reveal these seams as shown in Fig. . 206 Creating Lightmaps Using Beast FIG I Took a Grime Map from My Texture Collection and Created a Brush Preset in Photoshop. FIG The Dirt Was Stamped Across the Scene and Was Placed on Its Own Layer. 207 Creating 3D Game Art for the iPhone with Unity FIG By Painting Directly on the Seams You Can See That the Seams Become Visible in the Lightmap. Once the base layer of grime was laid down I went back and then added a secondary layer to further hide the tiling effect of the dirt. In this second layer of dirt I stayed completely away from the seams and used a combination of a smaller version of the grime brush and the eraser tool to create dirt accumulation around the edges of the walls and areas where the barrels were stacked in corners. In Fig. you can see the secondary dirt layer. FIG The Secondary Dirt Layer Was Used to Create Accumulation in the Corners and at the Base of the Walls. In Photoshop .