Graphical games example of a Background (ten times smaller) from Light in The Darkness project abandoned by Level of Detail Software. Backgrounds are of the same family as tiles, except that they are much larger and in themselves constitute a single decor, which can be tiled quite often either, but which are in a single image. They are used for cutscenes, loading screens, but also in the game, for example a forest in the background.
They can also constitute a texture which is worn to infinity in an area, for example in a desert, we will use a tilable background to make the sand. And the difference with the tile is that it is automatically tiled, in a certain predefined area. For knowing more about the graphical games make use of the https://www.graphgame-ko.com/ now.
The 3d Graphic Designer
In so-called classic 3d, you need a model that is as precise as possible, for a good rendering. In a video game, the 3d graphic designer must make concessions: the more facets, edges and points there are, the heavier the model will be to animate and display. It is therefore necessary to reduce the definition of the model to what is strictly necessary, if not less.
Any invisible facet, and therefore useless, must be removed, we say that it is then a low poly (Low Polygons) model.
Also today we know the methods of Bump Mapping which allow to give an effect of relief simply from a texture, thus to save memory, it is not useful to draw each polygon of the impurities of a brick or the corrugation of a steel roof, but rather to appeal to the method of Bump Mapping that any 3d engine can and knows how to use these days. In the texture part, I explain a little how to make a texture using the bumpmap.
It would be perfectly useless to model a part of a 3d object that will not be seen in the game, for example it is not necessary to draw the front of a tank passing through a wall of the map.
Also the method of “face culling”, which makes it possible to indicate which face of a polygon must be treated (sometimes both sides), can be useful to the 3d graphic designer in order to know that it is not necessary to shade, light or even texture the face of the polygon that will not be seen. For example for a closed case, what is the point of texturing the inside of it, if not to give the graphics processor stomach ache?
In 3d, textures do, pretty much all the work. They are the ones that give the impression that the 3d objects and decorations are there. The graphic designer must then manage to make textures as detailed as possible while keeping a small number of pixels and a minimum number of colors (depth). The textures, in addition to that, must be able to connect as for the tiles or background of the 2d.