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3D Environments

3D Environments. Jake Missing . Halo Reach Environment. Particle Systems Smoke Clouds Fog Lighting Accuracy Shadows Highlights Textures Realism. Halo Reach Environment. Lighting Sunrise/Sunset Luminosity Shadows Beacon Lights Environment Assets Density Crates Vehicles Detail

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3D Environments

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  1. 3D Environments Jake Missing

  2. Halo Reach Environment • Particle Systems • Smoke • Clouds • Fog • Lighting • Accuracy • Shadows • Highlights • Textures • Realism

  3. Halo Reach Environment • Lighting • Sunrise/Sunset • Luminosity • Shadows • Beacon Lights • Environment Assets • Density • Crates • Vehicles • Detail • Background/ Foreground • Structures • Buildings

  4. Halo Reach Environment • Detail • Struts/Beams • Wall Panels • Texturing • Density of Structures • Lighting • Radiosity • Indoor Lighting • Highlights

  5. Halo Reach Level Design • Spawn Points • Varied • Weapons • Vehicles • Map Features • Teleports • Energy Lifts • Top Down View • Map Key • Linear

  6. Halo Reach Environment Assets • Particle System • Light Effect Emitter • Dynamic • Lighting • Luminosity • Blur • Diffuse • Static Meshes • Accurate • Resemble Advanced Real Weapons • Texture • Dirtied • Embedded in the Environment

  7. Grand Theft Auto iv Environment • Lighting • Car Headlight Reflections • Shadows • Sky Light • Environment Assets • Vehicles • Civilians • Foliage • Posts

  8. Grand Theft Auto iv Environment • Lighting • Reflections • Shadows • Refracted Buildings • Materials • Chrome Wheels • Glossy Car • Transparent Glass • Scene • Density • Cars • Road Works • Pedestrians

  9. Grand Theft Auto iv Environment • Material Properties • Aluminium • Retains Damage • Glossy Reflections • Colour Change for Damage • Dynamic Meshes • Foliage • Car Meshes

  10. Grand theft Auto iv Level Design • Non-Linear • Vast Map • Dense Population • Dense Buildings • Level Design • Shows Vehicle Spawns • Top Down Street Map

  11. Grand Theft Auto IV Environment Assets • Event Based • Fire Hydrant • Dynamic • Particle System • Interaction • Physics • Propulsion • Falling to the Ground • Random • Based Anywhere • Stunt Jumps • Dynamic Vehicle Ramps

  12. Dragons Dogma Environment • Foliage • Density • Dynamic • Colours • Accurate • Shading • Accuracy • Realism • Depth of Field

  13. Dragons Dogma Environment • Detail • Level of Detail • Texturing • Background • Dynamic Meshes • Foliage • Water • Sky Dome • Lighting • Accurate Skylight • Sunrise/ Sunset • Refraction

  14. Dragons Dogma Environment • Detail • Level of Detail • Castle Structure • Lens Flare • Lighting • Sunrise/ Sunset • Shadows • Highlights • Architecture • Accurate • Medieval • Dense

  15. Dragons dogma Level Design • Non-Linear • Open World • Vast • Choice • Quests • Bosses • Go Anywhere • Survival Gameplay • No Auto Save • Lantern Based Gameplay

  16. Dragons Dogma Assets • Traditional • Medieval • Fantasy • Wooden • Embedded • Part of the environment • Fitting • Physics

  17. Forza 4 Motorsport Environment • Lighting • Reflections • Radiosity • Detail • Depth of Field • Motion Blur • Architecture

  18. Forza 4 Motorsport Environment • Lighting • Sky Dome • Shadows • Detail • Foliage • Textures • Vehicles • Track

  19. Forza 4 Motorsport Environment • Materials • Glossy • Reflective Properties • Levels • Foreground • Background • Motion Blur • Accurate Colour Scheme • Realism

  20. Forza 4 Motorsport Level Design • Linear • Track Based • Narrow Track • Constraints • Based on Real World Tracks • Realism • Accuracy • Corners • Handling

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