下图里,你会看到最终的法线图的生成,与房屋用的是一样的方法。金属制品是在CrazyBump里生成的,这样看起来更真实。
这个场景 的最终渲染效果:
结束语
Now that we have reached the end of the tutorial, looking back, the process might seam lengthy and complex, but in reality, the pipeline is the same for most objects and only changes slightly depending on the project and type of asset. The main focus of the artist is to put character into his creation, no matter how visible or not the asset is in the game. Each object has to have details that are meant to attract the view of the player, which could potentially make him stop just to admire the scene. But this is not all, as the object has to be free of errors and artifacts and be optimized and up to the technical standards required by the engine. Next gen hardware may support a lot of polygons and textures, but optimization still plays and important part of the creation process.
回想一下,整个场景里大多用的都是一种方法,只在具体的一些物体上有一些细微的差别。每个物体都要有细节的变化来吸引玩家。但是最主要的还是场景的最优化。
I hope this has been a useful tutorial for you and that this will help you understand better how some objects in your favorite game might have been created and what is expected from a 3d artist which wants to start working in the gaming industry.
Thank you,
Daniel Vijoi
Lead Texture Artist
AMC Studio
http://www.amc.ro