Chapter 4 Perspective, Scene Design, and Basic Animation 117
A B
C D
Figure 4-31. A—This is a mesh for a cartoonish biplane. B—Some of the objects have materials assigned. C—This is
the 2D texture map that will be assigned to the remaining parts of the biplane. D—The fully textured biplane. Notice how the
2D texture map has been applied to the mesh. (Model courtesy of Autodesk)
Figure 4-32. As the polygon count increases, the
smoothness of round surfaces increases. However, it also
takes longer for the computer to render. Here, the sphere
on the right looks the most realistic. For a game, however,
maybe the middle sphere is used because it still looks like a
sphere, but has fewer polygons.
Figure 4-33. Notice how these tiles fi t together to make
the image. If you think of each tile in the mosaic as a
polygon, you can see how a texture would be mapped to the
polys on a 3D game object.