3 D Graphics

Computer Graphics for Artists II: Environments and by Andrew Paquette

By Andrew Paquette

In this, the significant other quantity to special effects for Artists: an advent, particular difficulties on the topic of the production of desktop picture environments and characters are explored. For the pc picture artist, wisdom of instruments is necessary, yet what's much more vital, and the topic of this publication, is knowing difficulties and suggestions encountered by means of artists who create environments and characters.

This booklet is application-independent, yet builds on details released within the earlier quantity by means of focusing in its place on subject-specific tools for bettering the standard of statement, craftsmanship, optimization, and alertness. within the personality part, huge anatomical info is equipped as a prevalent foundation for personality building.

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Objects created to be rendered as frames have fewer limitations imposed on them than objects built for a real-time renderer. Objects built for real-time rendering, particularly the all-important and extremely large terrain object, must be carefully optimized to work in your game engine. This doesn’t mean that objects designed to be rendered as frames don’t have to be optimized, but the requirements are less strict and based more on aesthetic than technical requirements. History of Terrain in CG Large terrain objects were a rarity in the early days of CG, and many productions had no terrain at all.

As each of these innovations was introduced, they were immediately absorbed into every other production and became commonplace. More recently , full-blown architectural environments have been included in live action/CG features like Spider-man. Fully realized, high-resolution, lar ge-scale terrain models however, have only recently been introduced in films like Shrek 3, Cars , and Ratatouille. Videogames have been using fully 3D environment models (mostly indoors) at least since the release of the first Tomb Raider game, and used simpler versions of them to represent large outdoor spaces before that.

You should have all major locations marked and named, and active areas marked. With this done, you can analyze your document to find optimization opportunities. Keep in mind that when terrain is rendered, its border may be visible. If it is a square, as many artists unwisely like to make it, the corners of the square will be visible from some angles (Fig. 5). If you would like to disguise this (in most cases, you should), you may want to try one of the following: Fig. 5 A circular terrain border, as shown here, eliminates corners visible on the horizon in renders Real Time/Pre-rendered Graphics ● 23 Use a circular terrain border This will eliminate any corners and provide a consistent horizon from any view.

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