6.4 材质处理(中英对照)

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– Ships under 100m ( estimation ) must use unique texturing ( “skinning” ) with a UV map.

  • 100米(测定)以下的船必须利用UV贴图进行独特的材质处理(“表皮处理”(skinning))和UV贴图。

If the ship is symmetrical, don't forget to share UV space to reduce half of the texture space ( or, said otherwise, to optimize texture memory space usage ). 如果船是对称的,不要忘记共享UV以减少一半的材质空间(换句话说,最优化空间的使用)。

– Ships above 100m ( estimation ) must use generic texturing ( “tiled mapping” ).

  • 100米以上(非定数)的船必须使用一般材质处理(“平铺贴图处理”(tiled mapping))。

The UV coordinates are assigned from simple methods: box mapping, planar mapping, cylindrical mapping, etc..

UV坐标从简单的方法中指定:方体贴图处理,平面贴图处理,圆柱贴图处理...等。

Use one of SpAce's texture pack to texture the ship ( textures will be shared by many ships ) or create your own seamless textures.

使用SpAce的质地包(材质会被许多船共享)或创建你自己的无缝材质。

UV coordinates should be tiling ( repeating ).

UV坐标(coordinates)应该平铺(tiling)(循环重复)。

– Polygons belonging to a transparent / alpha masked material should be split into one or many separate objects, as they'll use a different shader than the hull.

  • 多边形属于一种透明/透明度遮罩(transparent / alpha masked)材质(material),应该分配到一个或多个分离的对象(objects),在船壳上它们会使用不同的着色方式(shader)。

– Do not abuse noise in the bump or specular maps. Those textures should not look like concrete.

  • 凹凸贴图或反射贴图(bump or specular maps)上不要滥用噪波(noise)。那些材质看起来应该不太结实。

– Inversely, do not keep the bump or specular maps almost empty. Add as many details as you can to them.

  • 话说回来,也不要让凹凸或反射贴图一直空着。尽量加上更多的细节。

– Ships that use tiling / generic texture packs cannot use normal mapping, because by definition, normal mapping requires a unique UV map.

  • 如果船要使用平铺/一般(tiling / generic)材质包,则无法使用法线贴图(normal mapping),因为根据定义,法线贴图需要特殊的UV贴图。

For smaller ships, you can try normal mapping ( by UV-mapping the low-poly version of the ship, model a high-poly version and use a normal mapping tool to generate the normal maps ), but be aware that so far, all people who've tried normal mapping have been disappointed by the effort / result ratio.

那么更小的船,你可以尝试法线贴图(normal mapping)(用UV贴图的低模飞船,创建高模并使用一个法线贴图工具来产生法线贴图),但就目前来看,所有尝试法线贴图(normal mapping)的人对效果都不满意。

It's a lot less time consuming to use simple hand-painted bump maps.

简单的手绘凹凸贴图制作要花费一些时间。

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