高多边形模型到交互式 Flash 的最佳实践

发布于 2024-09-11 19:53:27 字数 401 浏览 7 评论 0原文

我们的 3D 设计师制作了一些 Maya 模型,由于其高多边形数,它们看起来很棒。我想利用 Flash/Actionscript 创建这些模型的交互式版本并绑定到我们的网站。我使用小模型完成这项基本任务没有问题。

然而,我们创建的复杂模型对于网络来说太大了。我最初追求的过程涉及将模型导出到 Collada 并利用 Papervision3D(或其同类)与 Flash 结合使用。 Collada 对象的大小是这里的限制因素。

除了为每个模型创建多个版本(一个用于高分辨率渲染和电影,另一个用于 Flash 交互)之外,是否有人有在动态交互界面中利用这些高多边形模型的最佳实践?我对任何工作流程持开放态度,并希望通过创建多个模型来避免重复工作。

这是我第一次尝试深入研究这个问题,所以我不想在这里伪造任何专业知识。很遗憾地说,我是一个菜鸟。

Our 3D designer has made some Maya models which look great because of their high poly count. I'd like to create interactive versions of these models bound for our website leveraging Flash/Actionscript. I'm not having problems accomplishing this basic task using small models.

However the complex models we've created are just too large for the web. The process I originally pursued involved exporting the model to Collada and leveraging Papervision3D (or its ilk) to tie in with Flash. The size of the Collada object is the limiting factor here.

Outside of creating multiple versions of each model - one for high resolution renderings and movies and another for flash interaction - does anyone have any best practices for leveraging these high-poly models in a dynamic interactive interface? I'm open to ANY workflow and would like to avoid duplicating effort by creating multiple models.

This is my first attempt at diving into this, so I'm not trying to fake any expertise here. I am, sorry to say, a noob.

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烟─花易冷 2024-09-18 19:53:27

Electric Rain 的 Swift3D 拥有许多实用程序,可让您增强或减少多边形数量,从而将复杂的模型转换为能够在 Web 上运行的简化 Flash。 Papervision3D 是 Electric Rain 拥有的众多产品之一。

你看过 Swift3D 插件吗? http://www.erain.com/Products/Plug-ins/

Swift3D by Electric Rain has a number of utilities that let you enhance or reduce polygon counts and thereby transform complex models into simplified Flash that are capable of running on the web. Papervision3D is one of many products that Electric Rain has.

Have you looked at the Swift3D plugins? http://www.erain.com/Products/Plug-ins/

挽清梦 2024-09-18 19:53:27

您可以使用高多边形模型的位移图来将其与低多边形模型一起使用。

生成置换贴图将输出从细分对象到其基础网格的置换贴图,或者从一个或多个对象到另一个对象的置换贴图。然后,外部渲染器可以使用这些置换贴图来重新创建生成它们的几何体的细节,并且可以是将置换绘画或机械细节等高多边形细节导出到渲染器或游戏引擎的好方法。
http://www.nevercenter.com/wiki/index.php?title=Generate_Displacement_Map

You can use a displacement map of the high poly model for using it with the low poly model.

Generate Displacement Map will output a displacement map from a subdivided object to its base mesh, or from one or more objects to another object. These displacement maps can then be used by an external renderer to recreate the details of the geometry they were generated from, and can be a great way to export high-poly detail such as displacement painting or mechanical details to a renderer or game engine.
http://www.nevercenter.com/wiki/index.php?title=Generate_Displacement_Map

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