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Grome Terrain Modeling with Ogre3D, UDK and Unity3D电子书

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作       者:Richard Hawley

出  版  社:Packt Publishing

出版时间:2013-02-18

字       数:85.2万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This book is a practical guide with examples and clear steps to explain terrain modeling with Grome. If you’re a developer or artist looking for a guide to walk you through GROME 3.1, then this book is for you. This book will help you from the first step to exporting a terrain as a workable art asset in a game engine.
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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Table of Contents

Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Creating Virtual Landscapes

Describing a world in data

Heightmaps are common ground

Texture sizes

The huge world problem

Floating point precision

Depth buffer precision

Planning our first project – the brief

Starting GROME

Summary

2. GROME Workspace

Viewports

Selecting objects

Workspace panel

Workspace tab

Scene tab

Layer stack

Layer type selector

Selection filter

Tools panel

Workflow/creation path

Zones

Know the dimensions

Zone splitter

Example – volcano island

Splitting zones

Creating a simple procedural heightmap

Summary

3. Heightmaps

Modifier toolsets

Heightmap toolset

Elevation

SurfInfo

Erosion and FLErosion

HmapImport

Resampler

HSmooth

HmapStamp

ObjLevel

Simplify

Heightmap Brush toolset

Elevation

Smudge

Smooth

Clone

Fractals, hills, mountains, and dunes

Procedural Heightmap toolset

PDeposition

FractalNoise and FractalDunes

Example – the Heightmap layer stack

Heightmap layer operations

Merging a heightmap

Flatten down

Selection masks

Example – putting it together

Our initial work plan

Now to apply the River feature

Brushing the shoreline

Summary

4. Textures and Lighting

Performance consideration for mobiles

Working with material layers

Assigning zones to a layer

Color textures

Ground holes

Masked textures

The texture toolset

ColorGen tool

Distribution Mask component

Layers and Layers in use

Shadowmap tool

MaskFilter tool

MaskGen tool

The Base layer

The 01 layer

Arm 02 Texture layer

Final Detail layer

All done

Vertical texture mapping

ColorBake tool

NormalMap tool

Let it snow

The brush tools

The package browser

Decals

Summary

5. Bring Me a Shrubbery

Exportability of vegetation

GROME detail objects and billboards

The Detail layer stack

Adding grass billboards

Adding 3D Object details

The Detail toolset

Brush tool

Mask tool

Procedural tools

A quick example

A closer look at Billboard Grasses

Blending shadowmaps with vegetation

3D Objects in detail layers

Summary

6. Water, Rivers, and Roads

Water layers

Creating a new water layer

Masks

Global settings

Waves

Coloring

Lighting

Shadows on water layers

Water toolset

Generator tool

Shoreline tool

Creating rivers

Creating a small stepped river feature

Roads

Create tool

Adding more roads to create a network

Adjust tool

Configure tool

Texturing the road

Real road data

Summary

7. Exporting to Unity, UDK, and Ogre 3D

Unity

Desktop PC/Mac

Export RAW terrain

Exporting from GROME

Importing into Unity

Importing Unity Splatmaps

Convert texture to ARGBA32 format

Unity editor script to replace splatmaps

Mesh terrain export

Mesh export from GROME

Unreal Development Kit

GROME export plugin for UDK

Ogre3D

OgreGraphite engine

Exporting with GraphiTE

Compiling the code

Deleting zones

Going further – the edge of forever

Summary

Index

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