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遊戲動畫產業國際標準之研究與分享

The Study of Marking Scheme in 3D Digital Game Art

E2-1 Use of Space - careful consideration to layout of shells

Shell 的分佈須經過仔細安排

● UV map:包含UVshell 的分佈與2D紋理。
● UV shell:
○ UV map中⼀組相連的UV,控制2D紋理在3D模型表⾯的映射。
○ Shell的數量越多,模型上的接縫就越明顯。
○ Shell的尺⼨越⼤,可表現的細節越多。
參考來源
https://courses.cs.washington.edu/courses/cse458/18au/content/projects/project3b/

E2-2 Shells / Texel Density - thoughtful use of texel density and shell proportion

合理分配texel density 和 shell 的比例

texel:
● texture element。
● texture的基本測量單位。
● texel之於texture,可想像為pixel和圖片的關係。
texel density:

● texel的密度,受 object size 和 texture resolution 影響


○ object size相同的情況下,texture resolution越⾼,texel density
越⾼
○ texture resolution相同的情況下,object size越⼤,texel density
越低
參考來源
https://www.youtube.com/watch?v=2-mIY87314g&t=110s
https://www.youtube.com/watch?v=5e6zvJqVqlA&t=149s
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#texturenbspsizenb
spandnbspscalenbspinfluence

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