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2025-03-01 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >
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Today, I will introduce to you how to teach unity and 3dmax the summary of the art part. The content of the article is good. Now I would like to share it with you. Friends who feel in need can understand it. I hope it will be helpful to you. Let's read it along with the editor's ideas.
We mainly use 3dsmax2010 to produce, output the type of FBX and import it into Unity3D.
By default, 3dsmax8 can be directly integrated with U3D software and automatically converted to FBX objects.
Notes are as follows:
1.
Face count control
In MAX software, the number of faces of a single Game Object object can not exceed 65000 triangles, that is, 32500 polygons Poly. If the objects exceeding this number will not be displayed, it requires us to distribute the number of polygons and models reasonably.
Open the MAX scene and select File/Properties/Summary Info to open the file attribute record.
Among them, Faces can see the actual number of each object, and the number of individuals cannot exceed 65000 Faces faces.
two。
Modeling control
The Unity3D software supports models generated after Line rendering and editing. Most of the models are made by Polygon. More than quadrilateral faces can be recognized on the surface of the model, but staggered faces are not rendered.
By default, the U3D engine does not recognize double-sided materials unless you use the plant shader Nature type.
So in making windows, guardrails and other objects, if you want to see the model on both sides, you need to create a thickness, or copy the two sides to flip one of the Normal normals.
3.
Placement of files
The model can inherit the material of MAX, but the settings of the file should be put in the following form
Within the Assets folder of the project, create a new Object folder.
And create Materials and Texture folders in it (automatically hold shaders and maps, respectively).
The model objects are saved side by side in the Object folder.
Don't disturb this regular pattern, otherwise it will destroy the logic of the whole system.
4.
Material quantity control
If an object is given a shader, Unity3D has no restrictions on the number of materials and maps.
If an object is given multiple shaders, we need to use Multi/SubObject to achieve this, but the number of shaders listed is not strictly controlled, but try to keep it within 10, too many will lead to some errors.
If you do not use a Multi/SubObject shader, you can also select some faces and give it a shader. This automatically converts it to a Multi/SubObject material.
Generally speaking, Unity3D software is very compatible with materials.
5.
The texture of an object
Diffuse
Diffuse Bumped
Bumped Specular
These three types are commonly used, in which Bumped needs to add Normal normal mapping to achieve bump.
Decal
This kind of material is decal material, which is equivalent to Mask type, and can be Decal (RGBA) pasted with an image with Alpha channel to form an effect superimposed with the original image.
Diffuse Detail
This material creates the effect of smudges and scratches, which is equivalent to Blend blending materials.
Reflective
Various of these types can create metal reflection effects, which need to be added to the Cubmap map.
Transparent
Each of these types can create a transparent effect, and you need to add a channel map with Alpha.
Note: if you want to do glass mapping, Alpha if all gray or black (that is, requires full transparency), then Alpha will be invalid, if you want to be fully transparent, the material Alpha must have at least 1 pixel white.
Nature
The Soft Occlusion Leaves type is mainly used for flaky leaf materials.
6.
Object size
By default, U3D system unit 1 equals 1 meter, equal to software 1 unit. If we make it in proportion to the actual size, then the imported U3D engine will automatically become 1% of the original size.
Because by default, the value of Scale Factor in the FBXImporter of U3D is 0.01.
We can restore the value of Scale Factor to 1, but this will take up model resources and consume more physical cache.
We can also select this object from Hierarchy and use Scale to magnify it by 100x. This setting can have many benefits and can also be animated by scripting.
7.
About replication
For the lighting layout in the scene, repeated model objects can be associated and copied using the system Prefab, so that the attributes of all associated objects can be changed while changing a parameter.
8.
Mountain control
After creating the mountain, select Terrain/Set Resolution to set the size and properties of the mountain.
It is important to note that Terrain Width and Terrain Height are 1000 meters by default. If you set this value too low, there will be an offset when drawing grass, because the size of the grass must be reduced to 0.1 units.
In other words, the mountain will have a deviation of 0.01 when dealing with 0.1 units, which is obvious if the model is too small, so users are advised not to make the model too small.
9.
Halo control
Halo is also known as Lens Flare, that is, the light effect.
You can select a GameObject object to give to Component/Rendering/Lens Flare and add a Standard Assets/Light Flares/50mm Zoom project to Flare. This will produce a halo after running.
But sometimes if the halo is too far and too high to be seen.
One way is to bring the halo closer, and the other is to increase the Far clip plane of all cameras' Camera.
10.
Camera control
If there are more than one camera in the scene, how to determine which camera is displayed at the first opening time, you need to set the Depth value in the Camera property, and the higher the value, the more priority the camera will display.
The above is how to teach unity and 3dmax art part of the summary of all the content, more and how to teach unity and 3dmax art part of the summary related content can search the previous article or browse the following article to learn ha! I believe the editor will add more knowledge to you. I hope you can support it!
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