The tools then automatically generate all the vertex coordinates, vertex normals, and texture coordinates while exporting them to a model file format we can use. These so called 3D modeling tools allow artists to create complicated shapes and apply textures to them via a process called uv-mapping. What we want instead, is to import these models into the application models that were carefully designed by 3D artists in tools like Blender, 3DS Max or Maya. However, unlike the container object, we can't really manually define all the vertices, normals, and texture coordinates of complicated shapes like houses, vehicles, or human-like characters. In bigger graphics applications, there are usually lots of complicated and interesting models that are much prettier to look at than a static container. In all the scenes so far we've been extensively playing with our little container friend, but over time, even our best friends can get a little boring.
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