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What technologies are generally used in the next generation of game art design?
Normal mapping, texture baking, sub-UV, highlight mapping, etc. They are all commonly used techniques in the process of making game art.

Normal map, that is, normal map, is mostly used for CG animation rendering and game screen making. The high-detail model is baked into a normal map by mapping and pasted on the normal map channel of the low-end model to make it have the rendering effect of normal map. It can greatly reduce the number of faces and calculation content needed for rendering, thus achieving the effect of optimizing animation rendering and game rendering.

Map baking is just a technique to render the maximum illumination information into a map, and then paste the baked map back into the scene. In this way, the lighting information becomes a map, and the CPU does not need to do time-consuming calculations, but only needs to calculate ordinary maps, so it is extremely fast.

UV, also known as texture coordinates or mapping coordinates, is used to control the way images are projected onto objects. In the process of game development, UV defines the position information of each point in the picture. These points are associated with the 3D model to determine the position of the surface texture map. UV accurately maps every point on the image to the surface of the model object. The gap position between points is smoothly interpolated by software.

Highlight map, also known as highlight map, reflects the environmental reflection when light shines on the highlight area of the object surface. Its function is to show all kinds of refraction reactions caused by different materials in the process of game development.