6.8 制作要求清单(中英对照)
Those are the main points examined after the modeling phase, to proceed to the next phase ( texturing and integration in game ). Some of those points are minor ( in other words, if you forget them, we'll fix them for you ). The important ones, the ones should are truly responsible for, are in red:
这些是建模阶段后检查的主要要点,来进入下一个阶段(游戏里的色质与一体化)。 一些要点是次要的(换句话说,如果你忘记它们,我们可以替你弄好)。红色部分是最重要的,也要真正负责的:
– small or medium ship has gears ?
- 小型或者中型船有起落架?
–medium or large ship: has thrusters ? Thrusters position correct ? No hull section too close to thrusters ?
- 中型或大型船:是否有推进器?推进器的位置是否正确?船体部分没有太接近推进器?
–Medium or large ship: has hangar ? Hangar entrances well positioned ? Interior layout good ?
- 中型或大型船:有机库?机库的进口摆放的正确?内部布局好了?
–Followed garages dimensions spec ?
- 遵循了泊位尺寸规格?
–Total poly budget on target compared to dimensions of ship ? In triangles.
- 多边形与飞船的尺寸的关系?三角形数。
–Correctly sub-divided in objects ?
- 对象是否进行了正确的细分?
–Static hardpoints are present ? Dimensions matching specs ?
- 是否有静态挂载点?尺寸是否符合规范?
–Unique UV map and symmetrical ships: UV layout shared ?
- 特殊UV贴图是否均分:UV布局(layout)共享?
–No holes or gaps in geometry ?
- 几何布局上没有洞或者裂缝?
–No Z-fighting or coplanar surfaces too close to each other ?
- 没有Z-fighting(当两个像素深度值很接近时,由于z buffer精度不够,引起的遮挡不正确的现象)或共面表面互相太过于接近?
–No backface culling problems ? ( Note: sometimes those are coming from convertions, in that case it's of course not your responsability )
- 没有隐面剔除(backface culling)的问题?(注: 有些时候这些来自转换问题, 在这种情况下当然不是你的责任)
–Model orientation, forward = +Y axis, up = +Z axis ?
- 模型方向,前 = Y轴,上 = +Z轴?
–Model's center of mass at origin ( 0 0 0 ) ?
- 模型质心是否是原点(origin)( 0 0 0 ) ?
–Model scale correct ? ( units convertions problem when importing files into 3ds max ). Use metric unit.
- 模型比例是否正确?(当文件导入3ds max时的单位转换问题)。使用米为单位。
–Pivot: mostly for 3ds max users ( pivots are usually lost anyway when converting from other CAD softwares ), think about setting the pivot in the center of each object.
- 中轴点(Pivot):大多是给3ds max用户(当从其他CAD软件转换时,中轴点一般会丢失),想一下设置中轴点在各个对象的中央。
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