3D Game Programming All in One - PowerPoint PPT Presentation

1 / 11
About This Presentation
Title:

3D Game Programming All in One

Description:

3D Game Programming All in One By Kenneth C. Finney Chapter 16 Making Weapons and Items Making Weapons and Items Variety of modeling techniques used Items are useful ... – PowerPoint PPT presentation

Number of Views:83
Avg rating:3.0/5.0
Slides: 12
Provided by: sds73
Category:

less

Transcript and Presenter's Notes

Title: 3D Game Programming All in One


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

2
Chapter 16Making Weapons and Items

3
Making Weapons and Items
  • Variety of modeling techniques used
  • Items are useful as decorations which are used to
    fill out game worlds
  • Weapon models can be used for gameplay or static
    display (as items)

4
Making Weapons and Items
  • Lab 1 Make a Health Kit
  • Quick and easy introduction
  • Use existing skin artwork
  • Use simple shape primitive
  • Practice building, exporting, and using in a game
    world

5
Making Weapons and Items
  • Lab 2 Make a Rock
  • Quick and easy introduction
  • Use existing skin artwork
  • Use simple shape primitive and modify it
  • Practice building, exporting, and using in a game
    world

6
Making Weapons and Items
  • Trees
  • Good looking trees are resource hogs (CPU,
    rendering, memory)
  • Resource friendly (low poly) trees usually aren't
    attractive or accurate
  • Difficult to manage interaction with low-poly
    trees

7
Making Weapons and Items
  • Lab 3 Make a Solid Tree
  • Practice building a 3D model using different
    techniques
  • Practice exporting
  • Learn how collision meshes operate
  • Test a tree with a collision mesh

8
Making Weapons and Items
  • Lab 4 Make a Billboard Tree
  • Practice building a very low polygon 3D model
  • Practice exporting
  • Learn how billboard meshes operate
  • Test a tree with no collision mesh

9
Making Weapons and Items
  • The Tommy Gun
  • Weapons are usually modeled using extrusion
  • Textures (skins) are well suited to providing
    visual weapon details
  • Photographs make good source material for
    modeling

10
Making Weapons and Items
  • Lab 5 Make a Tommy Gun
  • Practice building a low polygon 3D model
  • Practice exporting
  • Practice using extrusion with a pictorial template

11
Summary
  • Items and decorations can have collision boxes if
    desired
  • Billboard textures minimize frame rate loss with
    large numbers of objects
  • Milkshape's Texture Coordinate Editor is useful
    for minor texture mapping adjustments
Write a Comment
User Comments (0)
About PowerShow.com