摘要:我的毕业设计的题目是基于在unreal engine 4平台上的魔幻游戏场景设计。本次毕业设计课题旨在用3dmax实现建模,再用unreal engine4为虚拟现实开发平台。本设计的制作流程大致分为这几个部分:分析、设想和设计魔幻游戏场景的布局和风格;再使用3dmax建模和zbrush进行高低模的建立和法线贴图的制作;用unreal engine4进行模型和材质的调整,灯光的处理和关卡的制作等。unreal engine4是制作游戏的引擎,为了体现游戏这两个字,在我的毕设设想中,用户可以控制一个角色进行行走和场景的交互,如果可能的话我还想尝试一下把最后的成果做成安卓或者ios软件,然后利用用户头部的运动联动手机的陀螺仪感应方向的转动来实现虚拟现实的呈现,这样能让使用者有更加真实甚至身灵其境的体验。近期由于Unreal engine 4的完全免费的面向用户这个决策,我相信这将会给游戏界带来巨大的冲击,在不久的将来我们能享受到更多优质的和有创意的次世代游戏。31955
毕业论文关键词: unreal engine 4;游戏场景;魔幻风格
Magic game scene design
Based on Unreal engine 4
Abstract: I graduated from the subject of design is based on unreal engine4 platform fantasy game scene design. The graduation project is designed to achieve with 3dmax modeling, then unreal engine4 virtual reality development platform. The graduation of the production process is broadly pided into these parts: analysis, design ideas and magical game scene layout and style; reuse 3dmax zbrush modeling and high and low mold build and normal map production; performed with unreal engine adjustment of models and textures, lighting, process and level of production. unreal engine4 is making the game engine, in order to reflect the word game, in my vision of the complete set user can control a character to walk and interact with the scene, if possible, I would like to try to make the final outcome Andrews or ios software, and then use the phone's linkage direction of rotation of gyro sensors to the user's head movement virtual reality presentation, which allows users to have a more realistic body even spiritual experience of its territory. Due to the recent completely free for users ue4 of this decision, I believe it will be a huge blow to the game industry in the near future we can enjoy more high-quality and innovative next-gen game.
Keywords: Unreal engine 4; game scene; Magic Style
目录
摘要 i
Abstract i
目录 iii
1 绪论 1
1.1 研究背景和意义 1
1.2 研究现状 2
1.3 发展趋势 3
1.4 研究方法 3
2 设计分析 5
2.1 场景设计分析 5
2.2 可行性分析 5
3 设计说明 6
3.1 实现过程概述 6
3.1.1 拟定设计方案 6
3.1.2 素材搜集和处理 6
3.1.3 具体设计 6
3.1.4 集成和调试修改 7
3.1.5 设计制作流程 7
3.2 重点难点详解 7
3.2.1 本课题的重点 7
3.2.2 本课题的难点 8
3.3 各模块运行说明 8
4 模型制作 9
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