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本帖最后由 大西几 于 2021-8-31 11:12 编辑
The creators of Spirit Tactic, a real-time tactics (RTT) indie title for mobile, have made a 3d modular terrain kit tutorial to help developers create modular terrain.
Spirit Tactic 是一款适用于移动设备的实时战术 (RTT) 独立游戏,其开发者制作了 3d 模块化地形套件教程,以帮助开发人员创建模块化地形。
Designing Mobile-Friendly Modular Terrain
设计适合移动设备的模块化地形
The list of 18 basic pieces are quite versatile and they all must conform to the base tile that was defined earlier.
18 个基本部件的列表非常通用,它们都必须符合之前定义的基础地砖。
The ramp lengths should be planned by base tile units which is dependent on the angle you want.
斜坡长度应由基础地砖单位规划,这取决于您想要的角度。
Snaps should be used to match the pieces that are at tile corners.
应使用按扣来匹配地砖角处的碎片。
To get more variation without vertex blending, make mini-atlases with four variations. Duplicate a tileable texture and add details to it and map sets of four base tiles on it.
要在不进行顶点混合的情况下获得更多变化,请制作具有四个变化的迷你图集。复制一个可平铺的纹理并为其添加细节并在其上映射四个基本平铺的集合。
Add texture and map pieces so the ends match up and use a mini-atlas for detail. The tile should be scaled to 80% and trims should be added in the 20%. Use the same structure for multiple textures for the same tileset.
添加纹理和地图块,使两端匹配并使用迷你图集获取细节。地砖应该缩放到 80%,修剪应该添加到 20%。对同一个图块集的多个纹理使用相同的结构。
Try out different profiles with the same principles. The polycount will get larger the more tiles you have.
尝试使用相同原理的不同配置文件。您拥有的地砖越多,多边形数就会越大。
They imported it in Unity and used a shader that blends 2 textures by Vertex Alpha.
他们将它导入到 Unity 中,并使用了一个由 Vertex Alpha 混合 2 个纹理的着色器。
资料来源: spirittactic.com
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