Page 863 - Kitab3DsMax
P. 863

Creating Baked
                                     Textures and Normal
                                     Maps                                                                    CHAPTER







                                         D games pose an interesting dilemma—creating interactive scenes that are
                                         displayed in real time with the highest quality graphics. To achieve this,   IN THIS CHAPTER
                                     3game developers use a number of tricks designed to speed up the render-
                                     ing time. One of these tricks is pre-rendering textures that include all the lighting   Using channels
                                     information and applying these pre-rendered textures as texture maps. This   Using the Render to Texture
                                     allows advanced lighting solutions such as global illumination to be included   interface
                                     within a game without requiring extra time to render such a complex solution.
                                     The process of applying pre-rendered textures as maps is called baking a texture.  Creating normal maps
                                     Rendering textures is a significant part of the rendering process, and baking a
                                     texture doesn’t remove this step; it simply completes the step beforehand, so that
                                     the game engine doesn’t need to do the texture calculations.
                                     Another common efficiency trick is to use normal maps. Normal maps calculate
                                     the lighting results used to light small details that stick out from the surface of an
                                     object. These details are then re-created using a normal map that is applied back
                                     onto a simplified version of the object. The normal map allows these details to be
                                     simulated without the extra polygons used to create them. By allowing simple
                                     base objects to have details such as bolts and rivets without the extra polygons,
                                     the objects can be redrawn quickly without losing their visual quality.

                                     This chapter covers some of the features found in Max that enable the amazing
                                     graphics that are found in the latest real-time games.


                                     Using Channels

                                     When 3D models are used in games, the color and material data for the models is
                                     stored in channels. The game engine then knows that if it wants to change the
                                     color of a group of vertices because of an explosion that has happened, it just
                                     looks in the preset channel, finds the vertices it needs, changes the color, and
                                     then goes on with the game.





                                                                                815
   858   859   860   861   862   863   864   865   866   867   868