dita最佳实践指南_艺术资产–最佳做法指南

dita最佳实践指南

Unity支持来自各种程序或来源的纹理3D模型。 该简短指南由游戏美术师和Unity开发人员共同整理,以帮助您创建在Unity项目中可以更好,更高效地工作的资产。 这将在适当时候合并到文档中 (Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course)

规模和单位 (Scale & Units)

  • Set your system and project units  for your software to work consistently with Unity e.g. Metric.

    为软件设置系统和项目单元,使其与Unity等Metric保持一致

    • Working to scale can be important for both lighting and physics simulation;

      缩放工作对于照明和物理模拟都非常重要。
    • Be aware for example; Max system unit default is inches and Maya is centimetres.

      例如要注意; 最大系统单位默认值为英寸,Maya为厘米。
    • Unity has different scaling for FBX and 3D application files on import, check FBX import scale setting in Inspector.

      在导入时,Unity对于FBX和3D应用程序文件具有不同的缩放比例,请在Inspector中检查FBX导入缩放比例设置。
    • If in doubt export a metre cube with your scene to match in Unity.

      如有疑问,请导出场景中的米表立方体以在Unity中进行匹配。

    Set your system and project units  for your software to work consistently with Unity e.g. Metric.

    为软件设置系统和项目单元,使其与Unity等Metric保持一致

  • Animation frame rate defaults can be different in packages, is a good idea to set consistently across your pipeline – e.g. 30fps for example.

    动画帧速率默认值在软件包中可能有所不同,这是在整个管道中进行一致设置的一个好主意-例如30fps。

Files & Objects

文件和对象

  • Name objects in your scene sensibly and uniquely – this can help you locate and troubleshoot specific meshes in your project:

    合理唯一地命名场景中的对象 -这可以帮助您在项目中查找特定的网格并对其进行故障排除:

  • Avoid special characters *()?”£$n  etc.

    避免使用特殊字符*()?”£$ n等。
  • Use simple but descriptive names for both objects and files (allow for duplication later).

    对对象和文件使用简单但描述性的名称(允许以后复制)。
  • Keep your hierarchies as simple as you can.

    保持层次结构尽可能简单。
  • With big projects in your 3D application, consider having a working file outside your Unity project directory – this can often avert time consuming updates and importing unnecessary data.

    对于3D应用程序中的大型项目,请考虑在Unity项目目录之外有一个工作文件–这通常可以避免耗时的更新并导入不必要的数据。

dita最佳实践指南_艺术资产–最佳做法指南

Sensibly named objects help you find stuff quickly

合理命名的对象可帮助您快速查找内容

Mesh

网眼

  • Build with an efficient topology – use polygons only where you need them.

    使用高效的拓扑进行构建–仅在需要的地方使用多边形。
  • Optimise your geometry if it has too many polygons – many character models will need to be intelligently optimised or even rebuilt by an artist esp if sourced/built from:

    如果多边形过多,则可以优化您的几何图形–许多角色模型将需要智能地优化,甚至需要艺术家(尤其是从以下来源/构建的模型)进行重建:

    • 3D capture data

      3D捕捉数据
    • Poser

      装腔作势者
    • Zbrush

      Zbrush
    • Other hi density Nurbs/Patch models designed for render

      专为渲染设计的其他高密度Nurbs / Patch模型
  • Evenly spaced polygons in buildings, landscape and architecture where you can afford them, will help spread lighting and avoid awkward kinks.

    您可以负担得起的建筑物,景观和建筑中均匀分布的多边形将有助于散布照明并避免尴尬的纠结。
  • Avoid really long thin triangles

    避免长三角形
dita最佳实践指南_艺术资产–最佳做法指南

Stairway to framerate heaven

通往天堂的阶梯

The method you use to construct objects can have a massive affect on the number of polygons, especially when not optimised. Observe the same shape mesh : 156 triangles (right) vs 726 (left). 726 may not sound like a great deal of polygons, but if this is used 40 times in a level, you will really start to see the savings. A good rule of thumb is often to start simple and add detail where needed. It’s always easier to add polygon than take them away.

用于构造对象的方法会对多边形的数量产生巨大影响,尤其是在未优化的情况下。 观察相同形状的网格: 156个三角形(右)对726 (左)。 726听起来可能不像很多多边形,但是如果在某个级别中使用40次,您将真正开始看到节省的地方。 一个好的经验法则通常是从简单开始,并在需要的地方添加细节。 添加多边形总是比删除多边形容易。

贴图 (Textures)

Textures are more efficient and don’t need rescaling at build time if authored to specific texture sizes – e.g a power of two – up to 4096×4096 pixels, e.g. 512×512 or 256×1024 etc.  (2048×2048 is the highest on many graphics cards/platforms) there is lots of expertise online for creating good textures, but some of these guidelines can help you get the most efficient results from your project:

如果针对特定的纹理尺寸(例如2的幂)进行创作,则纹理的效率更高,并且不需要在构建时进行缩放,最大可达4096×4096像素,例如512×512或256×1024等(2048×2048最高在许多图形卡/平台上,有很多在线专业知识可以创建良好的纹理,但是其中一些准则可以帮助您从项目中获得最有效的结果:

  • Working with a Hi-res source file outside your unity project can be good working practice (such as a PSD or Gimp file – you can always downsize from source but not the other way round).

    在您的统一项目之外使用高分辨率源文件 可能是一种很好的工作方式(例如PSDGimp文件–您始终可以从源文件中缩小尺寸,但反之则不行)。

  • Use the texture resolution output you require in your scene (e.g. save a copy – such as a 256×256 optimised PNG or a TGA file for example) you can make a judgement based on where the texture will be seen and where it is mapped.

    使用场景中所需的纹理分辨率输出 (例如,保存副本–例如256×256优化的PNG或TGA文件),您可以基于将在哪里看到纹理以及将其映射到哪里做出判断。

  • Store your output texture files together in your Unity project for example: \Assets\textures

    将输出纹理文件一起存储在Unity项目中,例如: \ Assets \ textures

  • Make sure your 3D working file is referring to the same textures for consistency when you save/export.

    保存/导出时,请确保3D工作文件引用的纹理相同,以确保一致性。

  • Make use of the available space in your texture, but be aware of different materials requiring different parts of the same texture can end up using loading that texture multiple times.

    充分利用纹理中的可用空间 ,但是请注意,需要相同纹理的不同部分的不同材料最终可能会多次加载该纹理而最终消失。

  • For alpha (cutout) and elements that may require different shaders, separate the  textures. E.g. the single texture below (left) has been replaced by 3 smaller textures below (right)

    对于Alpha(抠图)和可能需要不同着色器的元素,请分离纹理。 例如,下方(左侧)的单个纹理已被下方(右侧)的3个较小的纹理替换
dita最佳实践指南_艺术资产–最佳做法指南

1 texture (left) vs 3 textures (right)

1个纹理(左)与3个纹理(右)

  • Make use of tiling textures (which seamlessly repeat) then you can use better resolution repeating over space.

    利用平铺纹理 (无缝重复),然后可以在空间上使用更好的分辨率重复。

  • Remove easily noticeable repeating elements from your bitmap, and be careful with contrast – if you want to add details use decals and objects to break up the repeats.

    从位图中删除容易注意到的重复元素,并注意对比度–如果要添加细节,请使用贴花和对象来破坏重复。
dita最佳实践指南_艺术资产–最佳做法指南

Tiling textures ftw

平铺纹理

  • Unity takes care of compression for the output platform, so unless your source is already a JPG of the correct resolution it’s better to use a lossless format for your textures.

    Unity负责输出平台的压缩 ,因此,除非您的源已经是正确分辨率的JPG,否则最好对纹理使用无损格式。

  • When creating a texture page from photographs, reduce the page to individual modular sections that can repeat, e.g. you don’t need 12 of the same windows using up texture space. That way you can have more pixel detail for that one window.

    从照片创建纹理页面时,请将页面缩小为可以重复的单个模块化部分,例如,您不需要12个相同的窗口来占用纹理空间。 这样,您可以为该窗口获得更多像素细节。
dita最佳实践指南_艺术资产–最佳做法指南

Do you need ALL those windows?

您需要所有这些窗户吗?

用料 (Materials)

  • Organise and name the materials in your scene – this way you can find and edit your materials in Unity more easily when they’ve imported

    组织命名场景中的材质-这样,您可以在导入材质时更轻松地在Unity中查找和编辑材质

  • You can choose to create materials in Unity from either:

    您可以选择从Unity中创建材料:

    • <modelname>-< material name> or:

      <型号名称>-< 材料名称>

    • <texture name> – make sure you are aware of which you want.

      < 纹理名称> –确保您知道想要哪个。

  • Settings for materials in your native package will not all be imported to unity:

    本机包中的材料设置不会全部导入为统一的:

    • Diffuse Colour, Diffuse texture and Names are usually supported

      通常支持漫反射颜色,漫反射纹理和名称
    • Shader model, specular, normal, other secondary textures and substance material settings will not be recognised/imported (coming in 3.5)

      无法识别/导入着色器模型,镜面反射,法线,其他次要纹理和物质材质设置(3.5版中的内容)

    Settings for materials in your native package will not all be imported to unity:

    本机包中的材料设置不会全部导入为统一的:

进出口 (Import/Export)

Unity can use two types of files: Saved 3D application files and Exported 3D formats – which you decide to use can be quite important:

Unity可以使用两种类型的文件: 保存的3D应用程序文件导出的3D格式-您决定使用的格式可能非常重要:

保存的应用程序文件 (Saved application files)

Unity can import, through conversion:  Max, Maya, Blender, Cinema4D, Modo, Lightwave & cheetah3D files, e.g. .MAX, .MB, .MA etc.

Unity可以通过转换导入:Max,Maya,Blender,Cinema4D,Modo,Lightwave和cheetah3D文件,例如.MAX,.MB,.MA等。

http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html

http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html

Advantages:

优点:

  • Quick iteration process (save and Unity updates)

    快速迭代过程(保存和Unity更新)
  • Simple initially

    最初很简单

Disadvantages:

缺点:

  • A licensed copy of that software must be installed on all machines using the Unity project

    该软件的许可副本必须使用Unity项目安装在所有机器上

  • Files can become bloated with unnecessary data

    文件可能会因不必要的数据而变得肿
  • Big files can slow Unity updates

    大文件可能会减慢Unity更新
  • Less Validation – harder to troubleshoot problems

    验证少–难以解决问题

导出的3D格式 (Exported 3D formats)

Unity can also read FBX, OBJ, 3DS, DAE & DXF files – for a general export guide you can refer here:

Unity还可以读取FBX,OBJ,3DS,DAE和DXF文件-有关常规导出指南,您可以在这里参考:

http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html

http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html

Advantages:

优点:

  • Only export the data you need

    仅导出您需要的数据
  • Verify your data (re-import into 3D package) before Unity

    在Unity之前验证您的数据(重新导入3D包)
  • Generally smaller files

    通常较小的文件
  • Encourages modular approach

    鼓励采用模块化方法

Disadvantages:

缺点:

  • Can be slower pipeline or prototyping and iterations

    可能是较慢的流水线或原型和迭代
  • Easier to lose track of versions between source(working file) and game data (exported FBX)

    更容易丢失源(工作文件)和游戏数据(导出的FBX)之间的版本

角色与动画 (Characters & Animation)

Coming soon!

快来了!

翻译自: https://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/

dita最佳实践指南

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