Environment Mapping and Texturing
Environment Mapping and Texturing
PROJECT ABSTRACT:
Modeling the actual geometry of that mountain and then rendering it at some really narrow range of angles all the
time would take resources of the GPU. It is much more efficient and quite effective to just have a prerendered image
of that mountain to display. The key points here are that the player should never be able to reach that background
and that there will always be enough distance between the player and the background. If these requirements are met,
we can create the background as it would seem from the center of the scene. Then we can use that background as a
texture in either a cube or a sphere (or hemisphere). This is usually called a skybox or a skydome. Because the
objects are very far away, moving the camera around has in reality a very small change in the angle on which we
look at those objects. So a stationary skybox, where there will be no change at all, kind of approximates that effect.
PROJECT STEPS:
SELECTION OF TOOLS AND SOFTWARE: As we explore different options for 3D software (or 3D
modeling programs) available online, one factor to consider is your industry type — whether the software
caters primarily to 3D designers, Video Game Developers, Animators, Architectural Visualization, Product
Design & Production experts etc.
The softwares used in the project are-
1. 3DS MAX DESIGN-3ds Max offers a rich and flexible toolset to create premium designs with full
artistic control.
Advantages of 3DS MAX Design are:
3ds Max provides a variety of functionalities with great renderers which makes it ideal tools
for creating game assets or assets for 3d animations.
It also has support for multiple different renderers and its integration gives results to some
beautiful-looking renders.
It also has many tools which aid in asset creation and it also has integration with software like
unity to directly export models.
3. UNITY 3D PRO- The engine can be used to create three-dimensional (3D) and two-dimensional (2D)
games, as well as interactive simulations and other experiences. The engine has been adopted by
industries outside video gaming, such as film, automotive, architecture, engineering and construction.
SELECTION OF MAPPING-
There are four types of environment coordinates:
Spherical
Cylindrical
Shrink-Wrap
Screen
The first three are the same as those used by the UVW Map modifier. If you imagine a sphere, infinite in
size, surrounding your scene and mapped with spherical mapping coordinates, you can visualize the effect
you get with spherical environment mapping. Shrink-wrap wraps the map around a giant sphere, leaving
only one singularity. Cylindrical is like a giant cylinder.
The Screen system maps the image directly to the view, with no distortion. It’s similar to planar projection,
in that it's like a giant backdrop hung behind the scene. Unlike the other environment mapping methods,
Screen is locked to the view. When you move the camera, the map moves with it. Therefore, you can use
screen coordinates only for still renderings, or animations in which the camera doesn't move.
TEXTURING PROCESS-
A 3D Texture Artist creates stylized or natural textures and materials that are then applied to
3D models and environments in games, films, or TV shows. They play an important role in
the VFX Pipeline.
Whether texturing game models or film assets, Texture Artists use a variety of texturing
software and techniques. They may use Photoshop or Mari to paint high resolution image
textures or use scanned-in 3D data; or build procedural materials (a network of properties that
can be changed fairly easily) in a program like Substance Designer (see video below for
examples).
The artist may also need to research the specific time period and location to gather more
information on types of materials available then, typical colors, textures, and how materials
might age. A good Texture Artist might collect these images to build a library for future
projects.
Check out the textures applied to the 3D tank model below. Notice the mud, rust, shiny vs dull
metal, etc. Depending on how the tank is used throughout the movie or game, it may need to be
covered with more layers of mud over time, show more or less wear and tear, or if it will be
exposed to rain, the amount of specularity (reflection) needs to be factored.
This part is important: each element of the object you want to customize independently needs to be its own
object in the 3D scene, and each item needs to have a unique name. Here we have back, base, cushions,
legs and supports. Note that if you have say, three items all called supports, Blender is going to name them
as supports, supports.001, supports.002. That doesn’t matter, because in our JavaScript we’ll be
using includes(“supports”) to find all of those objects that contain the string supports in it.
PLACEMENT
The model should be placed at the world origin, ideally with its feet on the floor. It should ideally be facing
the right way, but this can easily be rotated via JavaScript, no harm, no foul.
PROJECT MAN POWER ROLES AND RESPONSIBILITES
Main responsibilities:
3D modeling assets including but not limited to creation of terrain, environments, props and the
reproduction of real world items
Able to take his or her tasks all the way from concept to block out to grey box to final asset
Participate in the constant improvement of asset production methods and techniques.
Help to establish benchmark and prototype levels
Qualifications: