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Priprava 3D modelov za igro
ID Vreček, Lučka (Author), ID Iskra, Andrej (Mentor) More about this mentor... This link opens in a new window

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Abstract
Cilj diplomske naloge je bil izdelati paket 3D modelov za uporabo v računalniških igrah. Tema paketa je stilizirano naravno okolje, ki vključuje drevesa, gobe, trave, rože in skalovje. Na začeteku diplomskega dela je opisan zgodovinski pregled 3D iger. Sledijo mu osnove modeliranja, kjer je bilo več pozornosti namenjeno modeliranju s krivuljami, kiparjenju in retopologiji. Vse kar lahko vidimo, vidimo zaradi svetlobe. Posledično je bilo celo poglavje namenjeno svetlobi v 3D svetu. Torej kako se svetloba v 3D svetu obnaša in kakšne vrste virov svetlobe poznamo. Za uporabo v realno časovnih aplikacijah je pri izdelavi takšnih modelov izredno pomembna optimizacija. Zaradi želje po prikazu lastnih detajlov, so bili nekatere izmed njih ročno digitalno kiparjeni. S tem nastane kompleksna mreža, katero kasneje se kasneje prikaže na enostavnem modelu. To se izdela s pomočjo pečenja tekstur ali map. Celotno poglavje je namenjeno opisovanju posameznih map. Večina izmed opisanih map je bilo uporabljenih tudi na izdelanih modelih. Sledi pregled programskih orodij Blender in Unity, ter kompatibilnosti med njima. V eksperimentalnem delu je opisana izdelava od idejne zasnove pa vse do končnega izdelka. Ker so bili modeli izdelani na dva različna načina, je tudi pozamezen način izdelovanja podrobneje opisan. Sledila je izdelava materialov in na koncu integracija modelov skupaj z materiali v pogon Unity. Iz tam je bil celoten skupek modelov izvožen za uporabo v drugih projektih. Tako je nastal paket 3D modelov za uporabo v računalniških igrah.

Language:Slovenian
Keywords:modeliranje, digitalno kiparjenje, pečenje, teksturiranje, model za igro
Work type:Bachelor thesis/paper
Organization:NTF - Faculty of Natural Sciences and Engineering
Year:2021
PID:20.500.12556/RUL-129709 This link opens in a new window
Publication date in RUL:07.09.2021
Views:1153
Downloads:107
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Secondary language

Language:English
Title:3D Game Assets
Abstract:
The objective of this diploma thesis was to create a package of 3D game assets. The theme of the asset pack is a stylised natural environment which includes foliage, trees, mushrooms and rocks. Thesis starts with a quick overview of 3D graphics in games history. This chapter is followed by basics of modeling where we focus mainly on modeling with curves, digital sculpting and retopology. Everything that is visible to us, is visible due to light hitting and reflecting off materials. Due to that there is a chapter on light in 3D. How light behaves in 3D and which types of light sources exist. Due to use in real-time rendering, optimisation is crucial in such work. Due to wanting custom details on 3D models, some of them were digitally sculpted. By sculpting a very dense mesh is formed, which needed to be retopologized and then the details needed to be baked on the newly created simple mesh. Baking creates maps or textures that are later used in materials. An entire chapter was devoted to describing individual maps. Most of them were also used on created models. In the next chapter follows a quick overview of Blender and Unity software and compatibility between the two. Experimental part describes the whole pipeline of making 3D game assets. Creating foliage and solid objects require two different methods of creating models. Next comes making materials and then integration of models in Unity software. Lastly, the models were exported from Unity as a Unity Package File for use in other scenes and projects. This is how our 3D game assets were created.

Keywords:modeling, digital sculpting, texturing, baking, game asset

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