Friday, January 8, 2010

Dealing With Limited Colors in 3d Modeling.

3D Industrial Modeling, 3d Engineering Modeling & Animation for Industrial Plants, Chemical Plants, Manufacturing Plants, 3D Engineering modeling India.

We have significant experience in the 3d Industrial design and development of 3D Engineering models to depict your industrial plant based on specifications set by your blue print.

With our in-depth experience, ability and resources, we provide you the complete 3d structural design and detailing services to ensure a seamless visual impression of your plant.

I also have experience in 3d Industrial design modeling and 3d Industrial animation. I specialize in lighting design, particularly aspects which utilize realism to make models readable as objects.

Opinions abound on the subject of how to create a real-time environment by using 256 colors. Many people favor starting with a limited palette (pre-picking the colors that will be used) and making all Texture maps from those colors.

Others believe that better results derive from creating the maps with the full 16.7 million colors available, and then using another program to evaluate the Texture maps and remap them into the 256 most-used colors. Generally, however, when you create texture maps with 16.7 million colors, you do not use them all (or even a significant percentage of them).

To achieve a happy medium between the two previously mentioned methods, first decide on a general scheme (based on the scene, time of day, mood, and so on), and then paint in 24-bit color, focusing on the selected color scheme.

This method also provides a better distillation to 256 colors when you create the final game palette, while still keeping the scene focused toward the visual goals identified with the color scheme. If you do not have access to a program capable of distilling a 256-color palette from multiple images (and remapping the colors in those images to the new palette), your best choice is to start with a predetermined 8-bit palette.

Limited Map Size All gaming platforms today use small texture maps, ranging from 16 pixels to 128. Although this may be intimidating for those whose smallest maps are 320×240 pixels (one-quarter the size of the average monitor display at low resolution), after a bit of practice you will discover how much detail you can achieve in a very small area. You may even find that texture mapping with small maps opens new techniques for creating larger maps when you’re creating pre-rendered 3D images.

A great temptation is to create a Texture map at a high resolution and then scale it down to the parameters of whatever real-time engine you are working with. This seldom works well. Scaling, in most paint programs, is done by a mathematical elimination of pixels based on the percentage of down scaling.

When you reach real-time limits, where every pixel counts, this process can make quite a mess of an originally great texture map-filling it with scattered, color-cycling pixels and making an otherwise smooth map look rocky or rough. Your best bet for making certain that the exact detail you want (and nothing else) appears onscreen during game-play is to start with the same size texture map that will be in the game.

This technique leaves no room for extraneous information and enables you to be very precise as to what amounts of detail go where. And, you can use multiple maps (or a large map carved into real-time sizes) on an object, with very little impact on the speed of the game.

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