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Video games - Coggle Diagram
Video games
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Normal maps
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Add surface detail such as bumps, frooves, and scratches to a model which catch the light as if they are represented by real geometry
Polygon modelling
Low poly
Low-poly is a modeling technique used to achieve stylistic, geometric recreations of real-life objects. The “poly” is short for polygon, and it refers to the number of shapes in a mesh.
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High poly
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High-poly models are better for high-resolution static renders. They are great for showcasing scenes, silo renders, high-quality featured animation.
Baking textures
The process of taking all the materials on one or several objects and condensing them into image maps
Base materials, produced materials, decals, and everything is reduced to just a single image
LOD - Level of detail
The process of making less detailed versions of your models that are viewed when they're further away from the camera
An optimization technique to reduce hardware workload by reducing the number of polygons of the meshes that are distant from the camera
UV unwrapping
Each polygon's vertex gets assigned to 2D coordinates that define which part of the image gets mapped. These 2D coordinates are called UVs (compare this to the XYZ coordinates in 3D). The operation of generating these UV maps is also called “unwrap”, since it is as if the mesh were unfolded onto a 2D plane.
Real time rendering
Real-time rendering is used to interactively render a scene, like in 3D computer games, and generally each frame must be rendered in a few milliseconds. It means that the computer outputs and displays the screen while calculating the screen.