22.12.2016 Views

3D Artist - Zbrush

3D Artist magazine is one of the best creative magazines that are available in market. 3D Artist contains the tutorials, tips, how to, concepts etc. 3D Artist magazine is made by the one of the best creative peoples. The main idea or the mission behind the 3D Artist is to spread and focus on creative stuff.

3D Artist magazine is one of the best creative magazines that are available in market. 3D Artist contains the tutorials, tips, how to, concepts etc. 3D Artist magazine is made by the one of the best creative peoples. The main idea or the mission behind the 3D Artist is to spread and focus on creative stuff.

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Remember that when creating<br />

assets for a game enine, TRIS count<br />

is very important<br />

02<br />

03<br />

Achieve a chilling atmosphere Once the lighting<br />

04 is set up in your scene and you’re happy with how it<br />

not only looks but feels, it’s time to then move on to nailing the<br />

atmosphere you are trying to portray. You can achieve this by<br />

using Unreal Engine’s Exponential Height Fog, which allows you<br />

to quickly create a chilling atmospheric composition while also<br />

leading the viewer’s eye. Start by adjusting the overall fog<br />

density followed by adjusting the overall fog opacity. You can<br />

also use directional in-scattering, which helps to blend the fog<br />

with the scene’s lighting setup.<br />

Include your materials/assets Once you’re<br />

05 content with the overall lighting and atmospheric<br />

setup, you should then begin to replace the overall block out<br />

with modular wall, floor and roof sections, followed by the<br />

assets that were created for the scene. It’s important to<br />

remember that when creating assets for a game engine, TRIS<br />

count is very important. Always remember that any assets in a<br />

scene that do not move – such as static meshes – should<br />

always be optimised. You can achieve this by deleting polygon<br />

faces that are not visible to the player. This saves TRIS count<br />

and overall UV texturing space.<br />

Capture environment reflections This stage is a<br />

06 crucial part of the environment creation process. This<br />

stage allows you to achieve realistic reflections within an<br />

environment and it also helps the game engine calculate how<br />

the glossy reflections should appear within the environment. In<br />

technical terms, the Reflection Capture actor provides indirect<br />

specular. We get direct specular through analytical lighting, but<br />

that provides reflections in a few bright directions. Indirect<br />

specular allows all parts of the scene to reflect on all other<br />

parts, which is important when you feature materials like metal<br />

that have no diffuse response and rely solely on secularity<br />

when using PBR shaders.<br />

04<br />

01<br />

05<br />

06<br />

69

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!