dita最佳实践指南_艺术资产–最佳做法指南
dita最佳實踐指南
Unity支持來自各種程序或來源的紋理3D模型。 該簡短指南由游戲美術師和Unity開發人員共同整理,以幫助您創建在Unity項目中可以更好,更高效地工作的資產。 這將在適當時候合并到文檔中 (Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course)
規模和單位 (Scale & Units)
Set your system and project?units ?for your software to work consistently with Unity e.g. Metric.
為軟件設置系統和項目單元,使其與Unity等Metric保持一致。
Set your system and project?units ?for your software to work consistently with Unity e.g. Metric.
為軟件設置系統和項目單元,使其與Unity等Metric保持一致。
Files & Objects
文件和對象
Name objects in your scene sensibly and uniquely – this can help you locate and troubleshoot specific meshes in your project:
合理唯一地命名場景中的對象 -這可以幫助您在項目中查找特定的網格并對其進行故障排除:
With big projects in your 3D?application, consider having a working file outside your Unity project directory – this can often avert time consuming updates and importing unnecessary data.
對于3D應用程序中的大型項目,請考慮在Unity項目目錄之外有一個工作文件–這通常可以避免耗時的更新并導入不必要的數據。
Sensibly named objects help you find stuff quickly
合理命名的對象可幫助您快速查找內容
Mesh
網眼
Optimise your geometry if it has too many polygons – many character models will need to be intelligently optimised or even rebuilt by an artist esp if sourced/built from:
如果多邊形過多,則可以優化您的幾何圖形–許多角色模型將需要智能地優化,甚至需要藝術家(尤其是從以下來源/構建的模型)進行重建:
Stairway to framerate heaven
通往天堂的階梯
The method you use to construct objects can have a massive affect on the number of polygons, especially when not optimised. Observe the same shape mesh :?156 triangles (right) vs 726 (left). 726 may not sound like a great deal of polygons, but if this is used 40 times in a level, you will really start to see the savings. A good rule of thumb is often to start simple and add detail where needed. It’s always easier to add polygon than take them away.
用于構造對象的方法會對多邊形的數量產生巨大影響,尤其是在未優化的情況下。 觀察相同形狀的網格: 156個三角形(右)對726 (左)。 726聽起來可能不像很多多邊形,但是如果在某個級別中使用40次,您將真正開始看到節省的地方。 一個好的經驗法則通常是從簡單開始,并在需要的地方添加細節。 添加多邊形總是比刪除多邊形容易。
貼圖 (Textures)
Textures are more efficient and don’t need rescaling at build time if authored to specific texture sizes – e.g a?power of two – up to 4096×4096 pixels, e.g. 512×512 or 256×1024 etc. ?(2048×2048 is the highest on many graphics cards/platforms) there is lots of expertise online for creating good textures, but some of these guidelines can help you get the most efficient results from your project:
如果針對特定的紋理尺寸(例如2的冪)進行創作,則紋理的效率更高,并且不需要在構建時進行縮放,最大可達4096×4096像素,例如512×512或256×1024等(2048×2048最高在許多圖形卡/平臺上,有很多在線專業知識可以創建良好的紋理,但是其中一些準則可以幫助您從項目中獲得最有效的結果:
Working with a Hi-res source file outside your unity project can be good working practice (such as a PSD or Gimp file – you can always downsize from source but not the other way round).
在您的統一項目之外使用高分辨率源文件 可能是一種很好的工作方式(例如PSD或Gimp文件–您始終可以從源文件中縮小尺寸,但反之則不行)。
Use the texture resolution?output you require in your scene (e.g. save a copy – such as a 256×256 optimised PNG or a TGA file for example) you can make a judgement based on where the texture will be seen and where it is mapped.
使用場景中所需的紋理分辨率輸出 (例如,保存副本–例如256×256優化的PNG或TGA文件),您可以基于將在哪里看到紋理以及將其映射到哪里做出判斷。
Store your output texture files together in your Unity project for example: \Assets\textures
將輸出紋理文件一起存儲在Unity項目中,例如: \ Assets \ textures
Make sure your 3D working file is?referring?to the same textures for?consistency?when you save/export.
保存/導出時,請確保3D工作文件引用的紋理相同,以確保一致性。
Make use of the available?space in your texture, but be aware of different materials requiring different parts of the same texture can end up using loading that texture multiple times.
充分利用紋理中的可用空間 ,但是請注意,需要相同紋理的不同部分的不同材料最終可能會多次加載該紋理而最終消失。
1 texture (left) vs 3 textures (right)
1個紋理(左)與3個紋理(右)
Make use of tiling textures (which seamlessly repeat) then you can use better resolution repeating over space.
利用平鋪紋理 (無縫重復),然后可以在空間上使用更好的分辨率重復。
Tiling textures ftw
平鋪紋理
Unity takes care of compression for the output platform, so unless your source is already a JPG of the correct?resolution?it’s better to use a lossless format for your textures.
Unity負責輸出平臺的壓縮 ,因此,除非您的源已經是正確分辨率的JPG,否則最好對紋理使用無損格式。
Do you need ALL those windows?
您需要所有這些窗戶嗎?
用料 (Materials)
Organise and name the materials in your scene – this way you can find and edit your materials in Unity more easily when they’ve imported
組織和命名場景中的材質-這樣,您可以在導入材質時更輕松地在Unity中查找和編輯材質
You can choose to create materials in Unity from either:
您可以選擇從Unity中創建材料:
<modelname>-< material name> or:
<型號名稱>-< 材料名稱> 或 :
<texture name> – make sure you are aware of which you want.
< 紋理名稱> –確保您知道想要哪個。
Settings for materials in your native package will not all be imported to unity:
本機包中的材料設置不會全部導入為統一的:
Settings for materials in your native package will not all be imported to unity:
本機包中的材料設置不會全部導入為統一的:
進出口 (Import/Export)
Unity can use two types of files: Saved 3D application files and Exported 3D formats – which you decide to use can be quite important:
Unity可以使用兩種類型的文件: 保存的3D應用程序文件和導出的3D格式-您決定使用的格式可能非常重要:
保存的應用程序文件 (Saved application files)
Unity can import, through conversion: ?Max, Maya, Blender, Cinema4D, Modo, Lightwave & cheetah3D files, e.g. .MAX, .MB, .MA etc.
Unity可以通過轉換導入:Max,Maya,Blender,Cinema4D,Modo,Lightwave和cheetah3D文件,例如.MAX,.MB,.MA等。
http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html
http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html
Advantages:
優點:
Disadvantages:
缺點:
A?licensed copy of that software must be installed on all machines using the Unity project
該軟件的許可副本必須使用Unity項目安裝在所有機器上
導出的3D格式 (Exported 3D formats)
Unity can also read FBX, OBJ, 3DS, DAE & DXF files – for a general export guide you can refer here:
Unity還可以讀取FBX,OBJ,3DS,DAE和DXF文件-有關常規導出指南,您可以在這里參考:
http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html
http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html
Advantages:
優點:
Disadvantages:
缺點:
角色與動畫 (Characters & Animation)
Coming soon!
快來了!
翻譯自: https://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/
dita最佳實踐指南
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