{"id":4997,"date":"2019-11-26T09:07:55","date_gmt":"2019-11-26T02:07:55","guid":{"rendered":"http:\/\/binus.ac.id\/bandung\/?p=4997"},"modified":"2019-11-26T09:09:06","modified_gmt":"2019-11-26T02:09:06","slug":"3d-graphics-development-environment","status":"publish","type":"post","link":"https:\/\/binus.ac.id\/bandung\/2019\/11\/3d-graphics-development-environment\/","title":{"rendered":"3D Graphics Development Environment"},"content":{"rendered":"<p style=\"text-align: center\">By:<strong> Ivan Yunus Kolotosa<\/strong> \/ 2201773563<\/p>\n<p style=\"text-align: justify\"><strong>Whiteboxing=&gt;<\/strong> whiteboxing ini akan berguna untuk kita dalam merancang map atau tingkatan level dan obstacle yang akan kita buat. Dalam hal ini kita menggunakan objek-objek 3D yang ada di Unity dan kita menyusunnya sesuai dengan yang kita mau. Dan ini akan lebih mudah karena kita dapat melihat dari sisi manapun, terutama atas.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-4999\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1-1.png\" alt=\"\" width=\"494\" height=\"374\" \/><\/p>\n<p style=\"text-align: justify\"><strong>Genre =&gt;<\/strong> Sebelum merancang sebuah game tentunya kita harus menentukan <strong>Genre<\/strong> Karena dari itu kita akan menentukan jenis grafis atau pandangan kita dalam game kita. Sebagai contoh kita akan melakukan game ber-genre aksi tembak-tembakan, tenntunya kita akan memikirkan apakah kita akan menggunakan sudut pandang orang pertama (First Person) atau sudut pandang orang ketiga(Third Person). Kedua sudut pandang orang tersebut akan berpengaruh ke grafis, karena jika kita akan menggunakan sudut pandang orang pertama tentu rasanya akan lebih realistik tetapi jika kita menggunakan sudut pandag orang ketiga akan membuat <em>player<\/em> (wujut kita) terlihat dengan jelas dan tentunya memerlukan editan grafis lebih dalam dan banyak karena pergerakan karakter akan terlihat dengan jelas.<\/p>\n<p style=\"text-align: justify\"><strong>ArtAsset=&gt;<\/strong> Terkadang dalam membuat game kita tidak harus merancang dari awal, kita dapat mengambil dari asset-asset yang tersedia, atau pun kita menggunakannya sebagai referensi. Karena dari <strong>Asset<\/strong> tersebut di sediakan beberapa informasi dari segi gambar atau texture yang di pakai, model 3D-nya, material, animasi, dan partikel-partikel animasi.<\/p>\n<p style=\"text-align: justify\"><strong>2D Texture=&gt;<\/strong> Texture merupakan salah satu hal terpenting dalam perancangan game di Unity. Pada kondisi default, objek-objek yang ada di unity akan berwarna putih. Maka agar game tersebut terasa lebih real kita menggunakan tekstur itu tersebut ke objek yang di tuju. Dengan menggunakan tekstur itu kita juga dapat melihat sisi-sisi dan sudut-sudut pada game tersebut lebih jelas. Untuk format gambar yang akan menjadi texture di anjurkan menggunakan tipe file .PNG atau .TGA , untuk format gambar lain masih dapat di pakai.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5000\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.2.png\" alt=\"\" width=\"535\" height=\"221\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5002\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/Artikel-1.3.png\" alt=\"\" width=\"391\" height=\"231\" \/><\/p>\n<p style=\"text-align: justify\"><strong>SkyBox=&gt;<\/strong> Skybox merupakan area di mana kita dapat mengubah-ubah objek kita, termasuk tampilan langit dan lain-lain. Sebenarnya jika kita keujung map di Unity mungkin masih bisa karena area tersebut ada batasnya dan batasnya adalah yang berada dalam skybox tersebut.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-5003 alignleft\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.3.1.png\" alt=\"\" width=\"293\" height=\"233\" \/><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-5005 alignleft\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.4.png\" alt=\"\" width=\"299\" height=\"233\" \/><\/p>\n<p style=\"text-align: justify\"><strong>3D Model=&gt; <\/strong>3D model tentunya akan sangat menentukan kualitas game dan gambar yang ada di game yang kita rancang. Maka dari itu kita dapat merancang model kita di aplikasi\/program lain dan dapat meng-expor atau impor file dengan format .FBX. Format ini di sarangkan untuk expor dan impor 3D file agar mudah di edit dan di pindah-pindah.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-5008\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.5-640x311.png\" alt=\"\" width=\"640\" height=\"311\" srcset=\"https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.5-640x311.png 640w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.5.png 646w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/p>\n<p style=\"text-align: justify\"><strong>Particle System=&gt;<\/strong> Partikel, seperti Namanya ini merupakan partikel-partikel yang akan di buat dalam game untuk meramaikan suasana dan membuat efek-efek menjadi realistic. Sebagai contoh adalah bara api kecil yang masih ada di atas api tersebut. kita juga dapat membuat api sendiri dari system partikel yang di sediakan oleh Unity. Hanya tinggal klik tombol create particle system dan sedikit kodingan kita dapat merubah dari warna, gravitasi, panjang partikel, dan semua efek-efek yang kita inginkan.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-5009\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/11\/artikel-1.6.png\" alt=\"\" width=\"461\" height=\"303\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>By: Ivan Yunus Kolotosa \/ 2201773563 Whiteboxing=&gt; whiteboxing ini akan berguna untuk kita dalam merancang map atau tingkatan level dan obstacle yang akan kita buat. Dalam hal ini kita menggunakan objek-objek 3D yang ada di Unity dan kita menyusunnya sesuai dengan yang kita mau. Dan ini akan lebih mudah karena kita dapat melihat dari sisi [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[92,46],"tags":[],"class_list":["post-4997","post","type-post","status-publish","format-standard","hentry","category-article","category-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>3D Graphics Development Environment | BINUS @Bandung<\/title>\n<meta name=\"description\" content=\"3D Graphics Development Environment\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/binus.ac.id\/bandung\/2019\/11\/3d-graphics-development-environment\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"3D Graphics Development Environment | BINUS @Bandung\" \/>\n<meta property=\"og:description\" content=\"3D Graphics Development Environment\" \/>\n<meta property=\"og:url\" content=\"https:\/\/binus.ac.id\/bandung\/2019\/11\/3d-graphics-development-environment\/\" \/>\n<meta property=\"og:site_name\" content=\"BINUS UNIVERSITY BANDUNG - 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