Problems. This thesis will look at texture-baking for games and the various problems that surrounds it. The problems discussed include topics such as tangent basis synchronization and improving bakes by using methods such as cages, smoothing groups splits, etc. Motivation. The reason for looking at this is that it is an important topic in content creation for modern games. Yet people are still struggling with how to get normalmaps that are interpreted correctly in their game engine of choice and how to get clean bakes. Solution. The results is a few different methods for improving baked textures (such as proxy meshes and cages, etc.) and establishing a pipeline with tangent synchronization via Handplane. The practical results are in the end presented by some comparison images with comparisons for model that do and don’t use the techniques discussed herein. The pipeline created in the thesis has the potential to improve the generation of baked textures in a way so that they will render better in real-time applications. Methodology. The results were established by basing it upon baking experiences regarding baking and texturing models for real-time applications. The experiments were set up so that the I would revisit older, somewhat complex models and try to improve their baking. There were also a comparison of applications that were compared by trying to generate noise-less ambient occlusion textures. / En uppsats som handlar om hur man som grafiker till spel och/eller film kan förbättra bakade texturer som exempelvis normal och ambient occlusion texturer.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-4832 |
Date | January 2013 |
Creators | Karlsson, Robin |
Publisher | Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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