Creation of a Complex Shape

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    Creation of Complex Shape (Trains, Carriages and such)

    TextureThe usual size of main engine texture is a 512 by 512 pixel texture, however not all

    graphics cards support this size of texture so a 256 by 256 pixel texture is sometimes

    used. Although this is difficult to ascertain whether it is necessary or not, most

    graphics cards will reduce a 512 by 512 pixel texture to a 256 by 256 pixel texture if

    they cannot handle it.

    There is no predetermined way in which to build a texture for a main shape or any

    other shape but there are a few tips that can aid to a creation of a good texture.

    Kuju Entertainment Ltd used a lot of photo texture resource for the creation of

    textures on Microsoft Train Simulator, which aided in the creation of a realistic

    environment.

    The pixel ratio must remain constant as in 512 x 512 pixels, 256 x 256 pixels, 128 x

    128 pixels, 64 x 64 pixels or 32 x 32 pixels.

    To give an example of a complex shape using a complex texture, take the following:

    The Acela shape above uses two 512 x 512 pixel textures and one 64 x 64 texture.

    These are colour coded for your reference and do not represent the real texture. The

    top 512 x 512 pixel texture is used to map the sides, front, back and logos of theengine and contains no transparency. The bottom 512 x 512 pixel texture is used to

    http://www.kuju.com/http://www.microsoft.com/games/trainsim/http://www.kuju.com/http://www.microsoft.com/games/trainsim/
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    map the roof, bogies, wheels, doors and pantographs but this texture contains a

    transparency layer. The 64 x 64 pixel texture is used to represent the semi-

    transparency of the windows at the side of the cockpit and the front windows.

    Most shapes wouldnt need or have this amount of textures but as this shape is a

    highly complex one and is in the users view all the time, it has to look very sharp.

    When using the transparency layer/channel in your texture it is important to rememberthat there is a degradation of colour that occurs. The following is a guide to this.

    Every texture is made of a Red, Green, and Blue channel but there are other channels

    available to use for transparency and alpha. RGB Red, Green, Blue, RGBT Red,

    Green, Blue, Transparency (4 channels) and RGBTA Red, Green, Blue,

    Transparecny and Alpha (5 channels):

    RGB = 16.7 million colours (True Colour 32 Bit)

    RGB = 65536 colours (High colour 16 Bit)

    RGBT = 32768 colours

    RGBT designated transparent colour = 65535 colours

    RGBTA = 4096 colours

    There are two RGBTs which is purely a hardware issue as to what graphics cards

    support which type of format.

    To summarise:

    The image must be flattened so that only one layer exists

    The image must be converted to an Ace file format.

    The image must be square and follow convention (512x512, 256x256 etc)

    Use space within the texture efficiently.

    Use transparency and alpha only where needed.

    Try not to use a 512x512 pixel texture unless the shape definitely needs it.

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    Modelling.When creating a complex shape like a train, the volume of polygons used is of

    importance and will affect the scene frame rate. A general guide is the Acela shape;

    this consists of around 3500 polygons but is a very complex shape.

    The creation of a train also needs to stick to a strict object naming convention, this isso that the code can move the train engine properly and allow it to react properly to

    its environment. As follows:

    Acela Node Hierarchy Set

    Main Engine

    PantographTop1

    PantographBottom1

    PantographTop2

    PantographBottom2

    Bogie1

    Wheels11

    Wheels12

    Bogie2

    Wheels21

    Wheels22

    MirrorRight1

    MirrorLeft1

    WiperArmLeft1

    WiperBladeLeft1

    WiperArmRight1WiperBladeRight1

    or as in the Flying Scotsman shape:

    Flying Scotsman Hierarchy Set

    Main

    Bogie1

    Wheels11

    Wheels12

    Bogie2

    Wheels21Wheels22

    Piston

    Rod01

    Rod02

    Rod04

    Rod03

    Scotsman

    Wheels1

    Main_Wheel_Link

    Rod06

    Wheels2Wheels3

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    The following is a list of all predefined object names that allow the user to create

    carriages and trains and other such complex shapes. These objects must be linked to

    the main shape with the main object being used as the parent to all shapes:

    Rotating wheel sets where Wheels are children of Bogies.

    Bogie1 + Bogie2 (Main Bogie shape node names)Wheels11 + Wheels12 (Wheel sets as children for Bogie1)

    Wheels21 + Wheels22 (Wheel sets as children for Bogie2)

    Pantograph types for various configurations (Parent is from bottom upwards)

    PantographTop1

    PantographBottom1 (Standard two arm pantograph nodes)

    PantographTop2

    PantographBottom2 (Second standard two arm pantograph nodes)

    PantographTop1A (Other 3 arm types)

    PantographMiddle1A

    PantographBottom1APantographTop1B (Other 3 arm types)

    PantographMiddle1B

    PantographBottom1B

    PantographTop2A (More 3 arm types)

    PantographMiddle2A

    PantographBottom2A

    PantographTop2B (More 3 arm types)

    PantographMiddle2B

    PantographBottom2B

    Mirror nodes with Arm being parent to Mirror.

    MirrorArmLeft1

    MirrorLeft1 (Left of driver mirror nodes (used on Acela class))

    MirrorArmRight1

    MirrorRight1 (Right of driver mirror nodes (used on Acela class))

    Wiper nodes with Arm being parent to blades.

    WiperArmLeft1

    WiperBladeLeft1 (Left of driver wipers with Arm as parent to blade)

    WiperArmRight1

    WiperBladeRight1 (Right of driver wipers (above for hierarchy))

    Main wheels used as driveable wheels.

    Wheels1, Wheels2, Wheels3, Wheels4 (Main standalone wheels (steam engines) and

    all rotatable wheels to be used on trains and carriages)

    Arm rods for driving the driveable wheels.

    Rod01, Rod02, Rod03, Rod04, Rod05, Rod06 (Arm rods for steam engines)

    It is recommended that pivot point operations are carried out before any hierarchy

    assignment is done as this can affect the animations assigned.

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    So to summarise:

    Set units to metres.

    Keep polygon numbers low as possible.

    Make sure all nodes are linked to a parent apart from the main node

    Make sure all shared vertices are welded.

    Align all pivot points to the world and centre apart from main node which is

    centred and put at bottom.

    Check smoothing groups or assign them to polygons.

    Assign correct material names