By Wes McDermott
Revolutionize your iPhone and iPad video game improvement with cohesion iOS, a completely built-in expert software and robust video game engine, that's speedy turning into the easiest resolution for developing visually attractive video games for Apple's iDevices more straightforward, and extra enjoyable for artists. From proposal to crowning glory you'll learn how to create and animate utilizing modo and Blender in addition to making a complete point using the strong toolset in team spirit iOS because it particularly pertains to iPhone and iPad online game improvement.
Follow the construction of "Tater," a personality from the author's own video game undertaking "Dead Bang," as he's used to give an explanation for important points of video game improvement and content material production for the iOS platform. developing 3D video game artwork for the iPhone specializes in the major rules of online game layout and improvement by way of masking in-depth, the iDevice along side solidarity iOS and the way it pertains to growing optimized online game resources for the iDevices.
Featuring Luxology's artist-friendly modo, and Blender, the loose open-source 3D app, in conjunction with solidarity iOS, optimize your online game resources for the newest iDevices together with iPhone 3GS, iPhone four, iPad and the iPod contact. discover ways to version characters and setting resources, texture, animate skinned characters and follow complicated lightmapping options utilizing Beast in team spirit iOS.
In a transparent, motivating, and pleasing type, Wes McDermott deals fascinating 3D imagery, real-world statement, and necessary counsel and tips multi function position - this ebook is a useful source for any electronic artist operating to create video games for the iPhone and iPad utilizing team spirit iOS.
* avoid the aptitude pitfalls of online game improvement with expert thoughts like "Static and Dynamic batching", "building types at the grid", "lightmapping with Beast", and "animation blending" to enhance your game's functionality and content material construction workflow.
* stopover at www.wesmcdermott.com, to achieve entry to the book's reliable site the place clients can login to the source portal to obtain vast video walkthroughs and get info at the loose iPhone/iPad app, "Tater's education Trash Yard." The app showcases the center innovations and strategies coated within the ebook via demonstrating the content's functionality in your iPhone or iPad.
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Additional resources for Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines
In Unity iOS, you can use the Statistics Â�window to check the video RAM (VRAM) usage of your scene as shown in Fig. 9. 9â•‡ You Can Monitor the VRAM in the Statistics Window. Â€ Also, you can use the Unity iOS Internal Profiler to check the memory usage when profiling your game’s performance in Xcode as shown in Fig. 10. It can be helpful to understand how the texture size translates into texture memory. It’s basically the count of the total number of pixels in the image, multiplied by the number of bits in each pixel.
Within a UV layout, you’ll have UVs that are located along the UV border and are referred to as discontinuous UVs. These discontinuous UVs share vertices with another set of UVs in your map. Even though the vertices are disconnected in the UV map, which is the UV seam, they are still connected on the actual mesh. In modo, the discontinuous UVs that are associated with selected UVs are colored blue as shown in Fig. 14. These coordinates share the same vertex on the mesh. When the GPU encounters discontinuous UVs, it must split the vertex into two vertices and thus increase the overall vertex count for your object.
You can now see that a hard edge has been created. This is similar to what is happening on the GPU when a hard edge in your object is encountered. The vertices at the hard edge need to be split to create the hard edge and thus cause the vertex count to increase. UV Seams In the previous section, we talked about mesh seams. Now, we are going to look at the second half of this problem, which is UV borders or seams. When creating UVs for your objects, you need to minimize the amount of seams in your UV map.