3D Overlay Specifications (Formerly 3D Guidelines)
|
|
- Tobias Hutchinson
- 5 years ago
- Views:
Transcription
1 Login Sign Up My activities Submit a request Sign in Search Aurasma Community Network > Aurasma 3D Information > 3D Guidelines 3D Overlay Specifications (Formerly 3D Guidelines) Follow Aurasma has its own 3D engine, which can support a range of 3D model complexities from simple static models up to realistically textured, lit, rigged & animated 3D scenes, think of it more like a computer games engine and remember that processing power on portable devices is still limited. Overview To upload a 3D model as an Overlay, the Aurasma Studio requires it to be packaged inside a '.tar' archive file which is very much like a '.zip' file. It can be created with a number of programs; RELATED ARTICLES Creating a.tar file Uploading Overlays Video Overlay Specifications Overlays Explained Advanced Character Export Tutorial we recommend one called 7zip - its free. Download it here. A.tar file must contain the following:.dae file (exported scene/model using OpenCollada or Collada exporter)..png textures file(s)..png thumbnail image (256x256 pixels) must be named thumbnail. It can also contain:.mp3 sound file 'newconfig.cfg" file - more on that later in this article. Make sure none of these files are contained within subfolders, this will cause the.tar file to be rejected by the Aurasma Studio. Frequently we see that creating the.tar file on a Mac operating system will often create a folder automatically (as well as unnecessary temp files with a._ prefix) remove them & ensure all your files are in the root of the tar archive. What 3D formats are supported? Our 3D model support is based on the Collada format (v1.4 or v1.5), as exported by Maya and 3DS Max. We support the OpenCOLLADA Exporter and to a lesser extent the Autodesk 1/8
2 Collada Exporter, however we strongly recommend the OpenCOLLADA Exporter. How is a.dae file created? A.dae file is a file exported from a 3D authoring program - of which there are plenty to choose from. Aurasma supports 3D models based on the Collada format (v1.4 or v1.5). For best results, the most compatible packages are 3ds Max or Maya , using the OpenCollada DAE Exporter. These are the programs our in-house creative team use and as such we can offer the best support for content created in them. You can download the free OpenCollada exporter plugin for 3ds Max and Maya here. Preparing the scene for export It is not necessary to export all object within you 3D scene, things such as controllers/animation handles should not be exported unless desired. From your scene you should export: Geometry Lights Bones (if exporting rigged geometry) Other 3D Software: 3D assets can be exported using the standard Collada - supported by most programs - exporter however they are far more unstable and prone to errors/unsupported features. 3DS Max export settings: Use these Settings for the OpenCollada plugin for 3ds Max - these settings will support (provided they're set up correctly); 2/8
3 Materials with all supported map - diffuse, specular colour, self-illumination, tangent normal maps. Animated objects. Skin modifiers. Morph modifiers (must be used under a Skin modifier). Bones. Point helpers. Point and Spot lights. If you're not animating any of your 3d objects you don't need to worry about the "Animation" section - just leave it un-ticked. Maya export settings: These settings should be suitable to export exactly the same things as 3ds Max, listed above. Cinema 4D export settings: 3/8
4 The Open Collada group has not yet released an OpenCollda plugin for Cinema 4D. Cinema4D will export models and texture maps using Collada 1.4, but using Collada 1.5 will not export texture map. Additionally the lighting & animation data is exported in a format not recognised by the Aurasma engine use of diffuse maps in the luminance channel can circumvent the lighting setback. Blender export settings: Blender's Collada exporter (according to their website) and from the tests we have done it is possible to export dae files with the following attributes: Materials with diffuse & specular colour maps. Animated objects. Skin modifiers. Bones. Point lights. 4/8
5 Our in-house testing with Blender is limited, but if you have to use a free 3D package to create you're assets - then this is the one we suggest. Setting up your 3D file correctly: These settings are primarily for 3ds Max, but most can be applied to any platform: Textures/Shaders Individual texture maps (.png format) have to be power of 2 textures: 32x32, 64x64, 128x128, 256x256, 512x512 and a maximum of 1024x1024. No procedural shaders, nodes or textures: all the textures have to be baked to maps or use standard shader with colour value. One material per mesh. If you need two materials then use two meshes. A material might be applied to several objects but objects can only have a single material applied to them. Multi materials/shaders are not supported. Use smaller texture maps where appropriate, consider the size your model(s) will actually appear on device's screen/how close the user will be able to get. Emissive, normal and diffuse maps are supported, as well as specular colour - which drives specular level. If you are not using the OpenCollada exporter, not all these maps will be supported. Displacement maps are not supported. Use the simplest shader possible for each situation. The order of complexity is as follows: Simple - constant < lambert < phong < blinn - Heavy Transparency blending is very processor intensive, if you use transparency on sections of mesh, put it in its own shader. Transparency on solid objects is not recommended and is better suited to planes - in some cases it can cause draw issues. Material names must not contain spaces/brackets/capitals, stick to lower-case characters & underscores. Material names must not start with a number. Models No more than 10,000-15,000 triangles, there is a direct trade-off between poly count and device performance. No N-gons (i.e. polygons that are more than 4 sides). Check for holes and flipped normals in the mesh as they may cause visual anomalies. Object names must not contain capital letters/spaces/brackets, stick to lower-case characters & underscores.. Scene should be centred around the world origin (0,0,0) to ease placement in Studio. Meshes must not have any non-uniform scaling. 5/8
6 Everything must be converted to editable polygons, with all the modifiers collapsed unless it is going to be rigged - in which case only the Skin modifier and Morpher (if used) would remain. Skin modifier at the top of the stack. Exported meshes should be triangulated on export - this is usually an option in the export window. No more than 20 objects (meshes) in a scene. Animated rigid geometry is less processor intensive than skinned geometry, but extra draw calls are more intensive. Ultimately, once you have passed 10 or so objects, it is something that needs to be approached on an individual basis Groups are not supported in the engine. NOTE: Consider what you re making and how much screen space it will take up - you won t need 15,000 triangles and a 1024 square texture for an object that may only be 3cm high on an ipad screen. As a rule of thumb keep everything as simple and optimized as possible - while still looking awesome. Lights You need to add lights to your scene before you export, otherwise your model will appear black. Only omni/point lights are supported. Light value is based on the light s colour value not intensity e.g. mid grey = 0.5 intensity multiplier. 3 lights are recommended more than this will cause performance slow down on less powerful devices. Lights parameters cannot be animated, such as light colour. Tip: if you don't want to use lights, you can put your model's diffuse texture map into the selfillumination channel. You won't need to export any lights in your scene this way. Animation Default play speed of 3D overlays is 25fps. All animated export objects must have a key on the first and last frames. When exporting a.dae you must bake keys in the Collada options (see above). No animated materials/material parameters. No animated light colour. All animation transforms are supported (Translate, Rotate and Scale). Do not scale to 0 (0.001 is supported) 6/8
7 Rig Bone names must not contain spaces, brackets or special characters replace spaces with underscores if needed. The export rig should contain a maximum of 100 bones to optimise playback the performance hit comes largely from skinning weight calculation. less bones = faster device performance. It is advisable to name all bones properly - naming conventions make it easier to see whats causing errors. Objects cannot be linked/parented to non-export objects Position and Orientation constraint targets do not need to be exported. Make sure every vertex in a mesh with a skin modifier has a skinning weight. CFG File: In circumstance where a number of 3D assets are going to be used in a single Aura (for example, an interactive game), creating a.cfg file ensures that any 3D Overlay is correctly scaled and rotated upon upload to the Aurasma Studio. The.cfg file is a simple text document that can be created in notepad, and contains 8 lines of code: [DefaultPosition] Scale= MatrixLn1=0 MatrixLn2=0 MatrixLn3=0 MatrixLn4= MatrixLn5=0 MatrixLn6=0 By default the scale value is 1 - depending on your software's scale settings this might be too high. It is important to note that in the 3ds Max environment the Z axis is up in the Aurasma 3D environment Y is the up axis direction. Maya has a Z up axis - so will display upright in Aurasma, each program differs so check which axis is up in the program you use. Typically there are three ways to correct a dae with a different up-axis: rotate your scene 90 degrees before export, create a.cfg file or rotate the Overlay manually in the Aurasma Studio s 3D view. The code example above shows that the scene has been rotated backwards by exactly 90 degrees, this therefore restores it to the correct orientation when viewed in Aurasma. 7/8
8 If after all this, you're still stuck! Get in touch with our creative team via Speed things up by: Supplying your Studio account name. Letting us know what program(s) you've used to create your 3D assets. Attach your tar file to the mail. Was this article helpful? 3 out of 3 found this helpful Have more questions? Submit a request Comments Powered by Zendesk 8/8
Partner Guidelines. A comprehensive guide to Aurasma
Partner Guidelines A comprehensive guide to Aurasma As an Aurasma partner we are given full creative control of our augmented reality campaigns through our Aurasma powered App, uview. The Aurasma Studio
More informationZappar's coordinate system is based on the center of the scene being the center of the target image.
3D for Zappar Coordinate system Zappar's coordinate system is based on the center of the scene being the center of the target image. The top of the image is Y = 1 and the bottom is Y = -1. The X coordinates
More informationData passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility
Interoperability Chart Version 2015 LEGEND Perfect compatibility Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility
More informationB x. Interoperability Chart Version 2011 LEGEND. Perfect compatibility. Data (Converted) compatibility. Emulated (Bake) compatibility.
Interoperability Chart Version 2011 LEGEND Perfect compatibility Data passed from a source application is recognized by the destination application, yielding identical results. Data (Converted) compatibility
More informationMEGACACHE DOCS. Introduction. Particle Simulations. Particle Exporters. Example Videos
MEGACACHE DOCS Introduction MegaCache is an editor extension of for the Unity game engine, it allows you to import cached animated mesh geometry regardless of the topology, vertex count, material use etc
More informationAbout the FBX Exporter package
About the FBX Exporter package Version : 1.3.0f1 The FBX Exporter package provides round-trip workflows between Unity and 3D modeling software. Use this workflow to send geometry, Lights, Cameras, and
More information3ds Max certification prep
3ds Max certification prep Study online at quizlet.com/_25oorz 1. 24 Frames per second 2. 25 Frames per second, Europe 3. 30 Frames per second, Americas and Japan 4. Absolute mode, off set mode 5. How
More informationRock Tutorial: Creating A Rock Like Seen In Gears Of War With A Focus On Normal
http://www.icantbelieveitsnothighpoly.com/tutorials_new.html To view finished product 360 degrees around Instructions // Download: Video (Rotation of Final Mesh)/// (Right click and save) This is an advanced
More informationYou can also export a video of what one of the cameras in the scene was seeing while you were recording your animations.[2]
Scene Track for Unity User Manual Scene Track Plugin (Beta) The scene track plugin allows you to record live, textured, skinned mesh animation data, transform, rotation and scale animation, event data
More informationAnimation Basics. Learning Objectives
Animation Basics Learning Objectives After completing this chapter, you will be able to: Work with the time slider Understand animation playback controls Understand animation and time controls Morph compound
More informationKobold. Shoe Modeling Tutorial 01: Model and animate a red high heel shoe. Software: CINEMA 4D R14
Kobold Chara teranimation Shoe Modeling Tutorial 01: Model and animate a red high heel shoe Software: CINEMA 4D R14 www.koboldcharakteranimation.com Shoe Modeling Tutorial 01: Model and animate a red high
More informationFull Screen Layout. Main Menu Property-specific Options. Object Tools ( t ) Outliner. Object Properties ( n ) Properties Buttons
Object Tools ( t ) Full Screen Layout Main Menu Property-specific Options Object Properties ( n ) Properties Buttons Outliner 1 Animation Controls The Create and Add Menus 2 The Coordinate and Viewing
More informationst ANNUAL SKILLS MANITOBA COMPETITION CONTEST DESCRIPTION
2018 21st ANNUAL SKILLS MANITOBA COMPETITION CONTEST DESCRIPTION CONTEST NAME: 3D Digital Game Art CONTEST NO: CATEGORY: Secondary CONTEST LOCATION: TBA CONTEST START TIME AND DURATION: Time Task 8:00
More informationMount Points Mount Points is a super simple tool for connecting objects together and managing those relationships.
Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. With Mount Points, you can simply drag two objects together and when their mount points
More informationThe Illusion of Motion Making magic with textures in the vertex shader. Mario Palmero Lead Programmer at Tequila Works
The Illusion of Motion Making magic with textures in the vertex shader Mario Palmero Lead Programmer at Tequila Works Dark Ages before Textures in the Vertex Shader What is the Vertex Shader? A programmable
More informationGuide Contents Introduction Useful Information Navigating the Scene Hotkeys Placing and Manipulating Objects The Builder Cube Builder Cube Edit
Guide Contents Introduction Useful Information Navigating the Scene Hotkeys Placing and Manipulating Objects The Builder Cube Builder Cube Edit Geometry Builder Cube Edit UVs Static Meshes Materials Mat.
More informationNeil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group. Copyright Khronos Group Page 1
Neil Trevett Vice President Mobile Ecosystem, NVIDIA President, Khronos Group Copyright Khronos Group 2014 - Page 1 Khronos Standards 3D Asset Handling - 3D authoring asset interchange - 3D asset transmission
More informationCGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing
CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces
More informationEasy Decal Version Easy Decal. Operation Manual. &u - Assets
Easy Decal Operation Manual 1 All information provided in this document is subject to change without notice and does not represent a commitment on the part of &U ASSETS. The software described by this
More informationTexture Mapping. Images from 3D Creative Magazine
Texture Mapping Images from 3D Creative Magazine Contents Introduction Definitions Light And Colour Surface Attributes Surface Attributes: Colour Surface Attributes: Shininess Surface Attributes: Specularity
More informationDeferred Rendering Due: Wednesday November 15 at 10pm
CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture
More informationCOS 116 The Computational Universe Laboratory 10: Computer Graphics
COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn
More informationThis beta version is limited to export static model without animation. It also will omit every 10th polygon from the
Welcome to CoDiC Converter for Maya. CoDiC Converter for Maya is an excellent model translation plug-in for Maya V5.x that allows you to get SEDRIS STF format from Maya format. This beta version is limited
More informationHow to create a realistic looking turtle - Modeling part 1
Search For No [ Login ] or Email Address: Subscribe to: Updates List Industry News Newsletter HIGHEND3D > Maya > Tips & Tutorials How to create a realistic looking turtle - Modeling part 1 by Denis Zen
More informationPage 1 of 10 Creating Cigarette Smoke In this tutorial, you use a particle system to create a stream of cigarette smoke trailing from an ashtray. The animation relies on space warps to affect the movement
More informationRendering and Radiosity. Introduction to Design Media Lecture 4 John Lee
Rendering and Radiosity Introduction to Design Media Lecture 4 John Lee Overview Rendering is the process that creates an image from a model How is it done? How has it been developed? What are the issues
More information3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models
3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts
More informationMAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;
MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note
More informationOutline. Introduction Surface of Revolution Hierarchical Modeling Blinn-Phong Shader Custom Shader(s)
Modeler Help Outline Introduction Surface of Revolution Hierarchical Modeling Blinn-Phong Shader Custom Shader(s) Objects in the Scene Controls of the object selected in the Scene. Currently the Scene
More informationGlass Gambit: Chess set and shader presets for DAZ Studio
Glass Gambit: Chess set and shader presets for DAZ Studio This product includes a beautiful glass chess set, 70 faceted glass shader presets and a 360 degree prop with 5 material files. Some people find
More informationCreating the Tilt Game with Blender 2.49b
Creating the Tilt Game with Blender 2.49b Create a tilting platform. Start a new blend. Delete the default cube right click to select then press X and choose Erase Selected Object. Switch to Top view (NUM
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring
More informationGmax Terrain Tutorial
Gmax Terrain Tutorial by Kobbe Farwick http://realscenes.proboards81.com You will need the following - Global Mapper Mesh data (GeoTIFF) Aerial/Satellite Imagery (GeoTIFF) FSX/FS2004 Gmax Gamepack Image
More information22nd ANNUAL SKILLS MANITOBA COMPETITION CONTEST DESCRIPTION
22nd ANNUAL SKILLS MANITOBA COMPETITION CONTEST DESCRIPTION CONTEST NAME: 3D Digital Game Art CONTEST NO: CATEGORY: Post-Secondary CONTEST LOCATION: Tec Voc High School CONTEST START TIME AND DURATION:
More informationGUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON
Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes
More informationECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014
ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating
More informationPipeline and Modeling Guidelines
Li kewhatyou see? Buyt hebookat t hefocalbookst or e Char act ermodel i ng wi t h Mayaand ZBr ush Jason Pat node ISBN 9780240520346 CH01-K52034.indd viii 12/4/07 1:52:00 PM CHAPTER 1 Pipeline and Modeling
More informationCS 130 Final. Fall 2015
CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying
More informationModule Contact: Dr Stephen Laycock, CMP Copyright of the University of East Anglia Version 1
UNIVERSITY OF EAST ANGLIA School of Computing Sciences Main Series PG Examination 2013-14 COMPUTER GAMES DEVELOPMENT CMPSME27 Time allowed: 2 hours Answer any THREE questions. (40 marks each) Notes are
More informationInterpolation using scanline algorithm
Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel
More informationLesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117
Table of Contents Project 01 Lesson 01 Polygon Basics 17 Lesson 02 Modeling a Body 27 Lesson 03 Modeling a Head 63 Lesson 04 Polygon Texturing 87 Project 02 Lesson 05 NURBS Basics 117 Lesson 06 Modeling
More informationThis view is called User Persp - perspective. It's good for rendering, but not for editing. Ortho will be better.
Create a crate simple placeable in Blender. In this tutorial I'll show you, how to create and texture a simple placeable, without animations. Let's start. First thing is always to have an idea, how you
More informationHomework #2. Shading, Ray Tracing, and Texture Mapping
Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000
More informationAdvanced Distant Light for DAZ Studio
Contents Advanced Distant Light for DAZ Studio Introduction Important Concepts Quick Start Quick Tips Parameter Settings Light Group Shadow Group Lighting Control Group Known Issues Introduction The Advanced
More informationOpen Game Engine Exchange Specification
Open Game Engine Exchange Specification Version 1.0.1 by Eric Lengyel Terathon Software LLC Roseville, CA Open Game Engine Exchange Specification ISBN-13: 978-0-9858117-2-3 Copyright 2014, by Eric Lengyel
More informationTutorial How to Remap Carth's eyelashes :D
Tutorial How to Remap Carth's eyelashes :D We will need: 1.The Kotor Tool you can find here: http://kotortool.home.comcast.net/index.html 2.MDLops here: http://home.comcast.net/~cchargin/kotor/ 3.Gmax,
More informationChapter 17: The Truth about Normals
Chapter 17: The Truth about Normals What are Normals? When I first started with Blender I read about normals everywhere, but all I knew about them was: If there are weird black spots on your object, go
More informationRender-To-Texture Caching. D. Sim Dietrich Jr.
Render-To-Texture Caching D. Sim Dietrich Jr. What is Render-To-Texture Caching? Pixel shaders are becoming more complex and expensive Per-pixel shadows Dynamic Normal Maps Bullet holes Water simulation
More informationReal-Time Rendering of a Scene With Many Pedestrians
2015 http://excel.fit.vutbr.cz Real-Time Rendering of a Scene With Many Pedestrians Va clav Pfudl Abstract The aim of this text was to describe implementation of software that would be able to simulate
More informationRigging Half-Life 2 Bones
Rigging Half-Life 2 Bones You have the bone in position with your model but of course the bone is not properly fits with your model size. In order to fix it: Resize or Move your model until its fits the
More informationSkin Texturing and Shading in Maya Part 2
Skin Texturing and Shading in Maya Part 2 In part 1, I gave an overview of Mental Ray's skin shader. In this chapter, I'll be discussing some of the techniques I've used to make texture maps in the past.
More information03. 3ds Max Design & Mental Ray
Design + Computing 03. 3ds Max Design & Mental Ray 9/23/2015 CAD & Graphics II HOM2027 Fall 2014 Every Wednesday 2:00 pm 5:50 pm Jin Kook Lee, PhD. 02-2220-2645 designit@hanyang.ac.kr Assistant Professor,
More information6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]
6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, 2011 9:05-12pm Two hand-written sheet of notes (4 pages) allowed NAME: 1 / 17 2 / 12 3 / 35 4 / 8 5 / 18 Total / 90 1 SSD [ /17]
More informationBlender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes
Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering
More informationRIS shading Series #2 Meet The Plugins
RIS shading Series #2 Meet The Plugins In this tutorial I will be going over what each type of plugin is, what their uses are, and the basic layout of each. By the end you should understand the three basic
More informationBasic Texturing Tutorial by Gary Wu
Basic Texturing Tutorial by Gary Wu This tutorial will teach you how to use basic shaders as textures on your models. In this example, we will be using a pumpkin model. The first step assumes you have
More informationAGDC Per-Pixel Shading. Sim Dietrich
AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel
More informationLEVEL 1 ANIMATION ACADEMY2010
1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs
More informationContest Description 3D Game Art Post-Secondary
1. Purpose of the Contest To provide competitors with the opportunity to experience the production process and demonstrate their knowledge and skill. The 3D Digital Game Artist takes a designer s brief
More information123D Catch - Tutorial
123D Catch - Tutorial Autodesk s 123D Catch software (formerly Project Photofly) is based on photogrammetry. Photogrammetry is a process which derives geometric properties of an object from a series of
More informationSculpting 3D Models. Glossary
A Array An array clones copies of an object in a pattern, such as in rows and columns, or in a circle. Each object in an array can be transformed individually. Array Flyout Array flyout is available in
More informationContent Loader Introduction
Content Loader Introduction by G.Paskaleva Vienna University of Technology Model Formats Quake II / III (md2 / md3, md4) Doom 3 (md5) FBX Ogre XML Collada (dae) Wavefront (obj) 1 Must-Have Geometry Information
More informationTutorial: Accessing Maya tools
Tutorial: Accessing Maya tools This tutorial walks you through the steps needed to access the Maya Lumberyard Tools for exporting art assets from Maya to Lumberyard. At the end of the tutorial, you will
More informationTo build shapes from scratch, use the tools are the far right of the top tool bar. These
3D GAME STUDIO TUTORIAL EXERCISE #5 USE MED TO SKIN AND ANIMATE A CUBE REVISED 11/21/06 This tutorial covers basic model skinning and animation in MED the 3DGS model editor. This exercise was prepared
More informationThe RANCH RenderFarm User Guide Part II the RANCH for Maxwell Render
The RANCH RenderFarm User Guide Part II the RANCH for Maxwell Render www.ranchcomputing.com 15-03-03 March 3, 2015 Welcome to the RANCH automated rendering service, the super-powerful - and affordable
More informationHands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0
Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?
More informationModeling a Gear Standard Tools, Surface Tools Solid Tool View, Trackball, Show-Hide Snaps Window 1-1
Modeling a Gear This tutorial describes how to create a toothed gear. It combines using wireframe, solid, and surface modeling together to create a part. The model was created in standard units. To begin,
More informationDiploma in Graphics Design. Examinations for / Semester 1
Diploma in Graphics Design Cohort: DGD/07/FT Examinations for 2007-2008 / Semester 1 MODULE: BASIC 3D ANIMATION MODULE CODE: GRPH1104 Duration: 2 Hours Instructions to Candidates: 1. Answer any four questions.
More informationAbout this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2
Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.
More informationCS 4620 Program 3: Pipeline
CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.
More informationTutorial: Exporting characters (Maya)
Tutorial: Exporting characters (Maya) This tutorial walks you through the steps needed to get a character exported from Maya and ready for importing into Lumberyard, including how to export the character
More informationUDK Basics Textures and Material Setup
UDK Basics Textures and Material Setup By Sarah Taylor http://sarahtaylor3d.weebly.com In UDK materials are comprised of nodes, some of which you may be familiar with, such as Diffuse, normal, specular
More informationTexturing Theory. Overview. All it takes is for the rendered image to look right. -Jim Blinn 11/10/2018
References: Real-Time Rendering 3 rd Edition Chapter 6 Texturing Theory All it takes is for the rendered image to look right. -Jim Blinn Overview Introduction The Texturing Pipeline Example The Projector
More informationAnimate this crate. Part 1 adding PWK Use
Animate this crate. Part 1 adding PWK Use In this tutorial we will add some life to our static placeable and make it more useable. First thing let's decide, where our player will be standing, while opening
More informationWeek 5: Assignment: Animation
Animating a Tennis Ball This tutorial will teach you the main principles of animation, specifically how to animate a tennis ball being fired from a cannon and bouncing off a wall to a stop. We would recommend
More informationgltf - what the? Concepts An overview of the basics of the GL Transmission Format Page 1 gltf 2.0 Quick Reference Guide Binary data references
gltf 2.0 Quick Reference Guide gltf - what the? An overview of the basics of the GL Transmission Format For gltf 2.0! Concepts Page 1 The conceptual relationships between the top-level elements of a gltf
More informationAssignment 2 Ray Tracing
Assignment 2 Ray Tracing Overview The concept of ray tracing: a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters
More informationCREATING AND USING NORMAL MAPS - A Tutorial
CREATING AND USING NORMAL MAPS - A Tutorial Introduction In the last 10 years or so we ve seen lots of video games released that use low poly count models for the game play and then tell the story using
More informationMia Round Corners Node
Mia Round Corners Node NAKHLE Georges - july 2007 This tutorial describes how to use the mental ray MIA Round Corners node. 1) Create a polygonal cube, and make sure that mental ray plug-in is loaded.
More informationRender Submission Checklist
Render Submission Checklist This document is intended to be used to perform manual checks to a scene before submitting the package to a Render Farm or to a 3 rd party to render your images. We are trying
More informationBlender Lesson Ceramic Bowl
Blender Lesson Ceramic Bowl This lesson is going to show you how to create a ceramic looking bowl using the free program Blender. You will learn how to change the view, add, delete, scale and edit objects
More informationWeek 1 The Blender Interface and Basic Shapes
Week 1 The Blender Interface and Basic Shapes Blender Blender is an open-source 3d software that we will use for this class to create our 3d game. Blender is as powerful as 3d Studio Max and Maya and has
More informationGame Graphics & Real-time Rendering
Game Graphics & Real-time Rendering CMPM 163, W2018 Prof. Angus Forbes (instructor) angus@ucsc.edu Lucas Ferreira (TA) lferreira@ucsc.edu creativecoding.soe.ucsc.edu/courses/cmpm163 github.com/creativecodinglab
More informationPipeline Operations. CS 4620 Lecture 14
Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives
More informationWORKFLOW OF EXPORTING REVIT MODELS TO UNITY
WORKFLOW OF EXPORTING REVIT MODELS TO UNITY 2016 by Penn State CIC Research Group. All rights reserved May 26, 2014 NOTE: THIS WORKFLOW IS FOR USERS WHO USE REVIT 2016 AND ABOVE, AND 3DS MAX 2016 AND ABOVE.
More informationLets assume each object has a defined colour. Hence our illumination model is looks unrealistic.
Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary
More informationTutorial: Exporting characters (Max)
Tutorial: Exporting characters (Max) This tutorial walks you through the steps needed to get a character into Lumberyard, including how to export the character s skin, skeleton and material. Character
More informationPowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK. PowerVR Developer Technology
PowerVR: Getting Great Graphics Performance with the PowerVR Insider SDK PowerVR Developer Technology Company Overview Leading silicon, software & cloud IP supplier Graphics, video, comms, processor, cloud
More informationAn Approach to Content Creation for Trainz
An Approach to Content Creation for Trainz Paul Hobbs Part 6 GMax Basics (Updates and sample files available from http://www.44090digitalmodels.de) Page 1 of 18 Version 3 Index Foreward... 3 The Interface...
More informationCS 4620 Midterm, March 21, 2017
CS 460 Midterm, March 1, 017 This 90-minute exam has 4 questions worth a total of 100 points. Use the back of the pages if you need more space. Academic Integrity is expected of all students of Cornell
More informationTopic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More informationTUTORIAL 7: Global Illumination & Ambient Occlusion
TUTORIAL 7: Global Illumination & Ambient Occlusion The goal of this short tutorial is to introduce a few select aspects of mental ray so that you may consider incorporating them in your projects if appropriate.
More informationChapter 23- UV Texture Mapping
Chapter 23- UV Texture Mapping Since games need to be able to process operations as fast as possible, traditional rendering techniques (specular, ray tracing reflections and refractions) cannot typically
More informationcritical theory Computer Science
Art/Science Shading, Materials, Collaboration Textures Example title Artists In the recommend real world, two the main following: factors determine the appearance of a surface: basic understanding what
More informationFlowmap Generator Reference
Flowmap Generator Reference Table of Contents Flowmap Overview... 3 What is a flowmap?... 3 Using a flowmap in a shader... 4 Performance... 4 Creating flowmaps by hand... 4 Creating flowmaps using Flowmap
More informationMODELING AND HIERARCHY
MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical
More informationDAZ Page 1. DAZ3D to Unity (Objects and Clothing)
DAZ Page 1 DAZ3D to Unity (Objects and Clothing) Saturday, June 20, 2015 1:30 PM DAZ is not the easiest to get from objects from DAZ to a game engine and be as optimized as possible. This document will
More information4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.
1) Select the line tool 3) Move the cursor along the X direction (be careful to stay on the X axis alignment so that the line is perpendicular) and click for the second point of the line. Type 0.5 for
More informationCharacter animation Christian Miller CS Fall 2011
Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive
More informationTopic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component
Topic 9: Lighting & Reflection models Lighting & reflection The Phong reflection model diffuse component ambient component specular component Spot the differences Terminology Illumination The transport
More information