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    Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines

    Por Wes McDermott
    Existem 5 citações disponíveis para Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines Baixar eBook Link atualizado em 2017
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    Citações de Creating 3D Game Art for the iPhone with Unity: Featuring modo and Blender pipelines

    However, in order for your textures to compress, they need to be in a power of 2, i.e., 1024 × 1024, 512 × 612, and so on.

    For instance, a 1 K texture contains 1,048,576 pixels (1024 times 1024). You can then multiply this number by 24 bits per pixel (1,048,576 times 24) to get 25,165,824 pixels in the entire image.

    Instead of Using a Lightmap Shader, You Could Manually Combine Your Lightmap and Diffuse Texture in Photoshop and Only Use One Texture.

    There are three specifications to be aware of when evaluating the hardware of the iPhone and iPad, which are memory bandwidth, polygon rate, and pixel fill rate.

    we should keep the vertex count for all of the objects in the scene to around 10 k.

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