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Creating 3D Game Art for the iPhone with Unity Part 3 ppsx
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Mô tả chi tiết
You need to be sure that the topology of your mesh is designed to handle the
animation. In Fig. 2.22, you can see how the polygons were arranged to flow
from the top of the shoulders across the chest and around the shoulders and
biceps. The topology of the chest and shoulders allows for smooth movement
in these areas and will deform well when Tater is animated.
FIG 2.22 The Topology of Your
Meshes Are Very Important, and You
Need to Be Sure to Add Enough Detail
to Allow the Topology to Deform Well
when Animated.
I use the Spin Quads tool often when working out my topology for my mesh.
The Spin Quads tool is great for changing the flow of polygons. For example,
in Fig. 2.23, you can see how I used Spin Quads to change the topology of
Tater’s shoulder and neck.
FIG 2.23 Spin Quads Was Used to Change the Topology of the Mesh.
Topology Is Key
The topology of your
mesh will give you
clues as to where you
need to concentrate
a bulk of your vertex
count. You need to be
sure to provide enough
resolution in the areas
of your mesh that will
be deformed when
animated.
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Creating 3D Game Art for the iPhone with Unity
Spin Quads can also be used to help reduce geometry. For example, whenever
you see edges arranged in the shape of a “Y,” you can use Spin Quads to rearrange the two polygons until one of the previous selected polygons are spun
into an adjacent polygon. You then select these two polygons and merge
them together to create one quad polygon as shown in Fig. 2.24. It can be a
very effective technique for reducing poly count in your mesh.
FIG 2.24 Spin Quads Can Be Used to Reduce Resolution In Your Mesh.
Merging Polygons and Removing Edges
When creating my models, I didn’t try to build the most optimized model to
start. Instead, my goal was to first capture the shape of the model I wanted
to construct. To begin the optimization phase, I would go through the model
and remove edge loops that really weren’t needed to maintain my overall
shape. Second, I would go through the mesh and merge triangles into quad
polygons. Anytime you see two triangles together, you can simply merge
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Creating Game Objects Using modo