Cover image for Grome Terrain Modeling with Ogre3D, UDK, and Unity3D.
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D.
Title:
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D.
Author:
Hawley, Richard.
ISBN:
9781849699402
Personal Author:
Physical Description:
1 online resource (183 pages)
Contents:
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D -- Table of Contents -- 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 problem -- Floating 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 -- ObjLevel -- Simplify -- 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 toolset -- ColorGen 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 Grasses -- Blending 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 -- Importing into Unity -- Importing Unity Splatmaps -- Convert texture to ARGBA32 format -- Unity editor script to replace splatmaps -- Mesh terrain export -- Mesh export from GROME -- Unreal Development Kit -- GROME export plugin for UDK -- Ogre3D -- OgreGraphite engine -- Exporting with GraphiTE -- Compiling the code -- Deleting zones -- Going further - the edge of forever -- Summary -- Index.
Abstract:
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.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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