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Book Cover
E-book
Author Hawley, Richard A. (Computer programmer)

Title Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Published Birmingham : Packt Pub., 2013

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Description 1 online resource (265 pages)
Series Community experience distilled
Community experience distilled.
Contents Table of Contents; Grome Terrain Modeling with Ogre3D, UDK, and Unity3D; Grome Terrain Modeling with Ogre3D, UDK, and Unity3D; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Creating Virtual Landscapes; Describing a world in data; Heightmaps are common ground; Texture sizes
The huge world problemFloating point precision; Depth buffer precision; Planning our first project -- the brief; Starting GROME; Summary; 2. GROME Workspace; Viewports; Selecting objects; Workspace panel; Workspace tab; Scene tab; Layer stack; Layer type selector; Selection filter; Tools panel; Workflow/creation path; Zones; Know the dimensions; Zone splitter; Example -- volcano island; Splitting zones; Creating a simple procedural heightmap; Summary; 3. Heightmaps; Modifier toolsets; Heightmap toolset; Elevation; SurfInfo; Erosion and FLErosion; HmapImport; Resampler; HSmooth; HmapStamp
ObjLevelSimplify; Heightmap Brush toolset; Elevation; Smudge; Smooth; Clone; Fractals, hills, mountains, and dunes; Procedural Heightmap toolset; PDeposition; FractalNoise and FractalDunes; Example -- the Heightmap layer stack; Heightmap layer operations; Merging a heightmap; Flatten down; Selection masks; Example -- putting it together; Our initial work plan; Now to apply the River feature; Brushing the shoreline; Summary; 4. Textures and Lighting; Performance consideration for mobiles; Working with material layers; Assigning zones to a layer; Color textures; Ground holes; Masked textures
The texture toolsetColorGen tool; Distribution Mask component; Layers and Layers in use; Shadowmap tool; MaskFilter tool; MaskGen tool; The Base layer; The 01 layer; Arm 02 Texture layer; Final Detail layer; All done; Vertical texture mapping; ColorBake tool; NormalMap tool; Let it snow; The brush tools; The package browser; Decals; Summary; 5. Bring Me a Shrubbery; Exportability of vegetation; GROME detail objects and billboards; The Detail layer stack; Adding grass billboards; Adding 3D Object details; The Detail toolset; Brush tool; Mask tool; Procedural tools; A quick example
A closer look at Billboard GrassesBlending shadowmaps with vegetation; 3D Objects in detail layers; Summary; 6. Water, Rivers, and Roads; Water layers; Creating a new water layer; Masks; Global settings; Waves; Coloring; Lighting; Shadows on water layers; Water toolset; Generator tool; Shoreline tool; Creating rivers; Creating a small stepped river feature; Roads; Create tool; Adding more roads to create a network; Adjust tool; Configure tool; Texturing the road; Real road data; Summary; 7. Exporting to Unity, UDK, and Ogre 3D; Unity; Desktop PC/Mac; Export RAW terrain; Exporting from GROME
Summary This book is a practical guide with examples and clear steps to explain terrain modeling with Grome. If you're a developer or artist looking for a guide to walk you through GROME 3.1, then this book is for you. This book will help you from the first step to exporting a terrain as a workable art asset in a game engine
Notes Print version record
SUBJECT Grome (Computer file)
Grome (Computer file) blmlsh
Subject Video games -- Programming.
Three-dimensional display systems.
three-dimensional.
Video games -- Programming
Three-dimensional display systems
Form Electronic book
ISBN 9781849699402
1849699402