3DSMAX次世代游戏制作教学技术参考.ppt

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3DSMAX次世代游戏制作教学技术参考

Rapidly creating a high resolution model (To be used as a normal map) Rapidly creating a high resolution model To be used as a normal map Rapidly creating a high resolution model To be used as a normal map Rapidly creating a high resolution model To be used as a normal map Rapidly creating a high resolution model To be used as a normal map Achieving realistic visuals Avoiding the “photo plastered on poly” look Achieving realistic visuals Avoiding the “photo plastered on poly” look A Breakdown of the basic principles on how the human eye perceives the world Achieving realistic visuals Avoiding the “photo plastered on poly” look Long distance Achieving realistic visuals Avoiding the “photo plastered on poly” look Medium distance Achieving realistic visuals Avoiding the “photo plastered on poly” look Short distance Achieving realistic visuals Avoiding the “photo plastered on poly” look Extrapolation of these principles into simple rules to follow when creating a material Achieving realistic visuals Avoiding the “photo plastered on poly” look Extrapolation of these principles into simple rules to follow when creating a material Achieving realistic visuals Avoiding the “photo plastered on poly” look Extrapolation of these principles into simple rules to follow when creating a material Achieving realistic visuals Avoiding the “photo plastered on poly” look Implementation of these principles into the actual creation of textures materials Achieving realistic visuals Avoiding the “photo plastered on poly” look Implementation of these principles into the actual creation of textures materials Achieving realistic visuals Avoiding the “photo plastered on poly” look Implementation of these principles into the actual creation of textures materials Achieving realistic visuals Avoiding the “photo plastered on poly” look Implementation of these principles into the actual creation of textures materials Achieving realistic visuals Avoiding the “photo plastered on

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