Changes between Version 14 and Version 15 of ArtDesignDocument


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Timestamp:
Jul 16, 2009, 1:41:44 AM (15 years ago)
Author:
Jason
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  • ArtDesignDocument

    v14 v15  
    11[[TOC]]
    22
    3 = Artistic Theme =
     3== Artistic Theme ==
    44It is important to have a cohesive visual theme for the game. Each piece of art will be reviewed by the art department lead and provide acceptance and feedback to the artists. Below are topics of discussion that effects the art department and the artistic theme of the game.
    55
     
    4545 * Exaggerate the traits of the Civs - Celts were colorful (so in the game they will be very colorful) - Greeks had fancy architecture (so many of their buildings will be fancier than in real life), etc...
    4646
    47 = File Naming Conventions =
     47----
     48== File Naming Conventions ==
    4849All filenames should follow the naming conventions described below.
    4950
     
    6768
    6869=  =
    69 = Art Pipeline =
     70----
     71== Art Pipeline ==
    7072The following diagram displays the basic flow of art pipeline as content is created for the game. It starts up in the top left and is completed at the bottom right. The remainder of this document will be used to describe these processes in more detail. This section’s intent however is to provide you with a brief overview.
    7173
     
    8385 1. '''Actor '''- Actor files are an XML file that defines the visual properties of an entity in the game. These actor files in essence are the glue that puts parts together. The file points and references the mesh, texture, and animations of a unit. They also specify object color, player color, and shadow properties. Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file.
    8486
    85 = CONCEPTS =
     87----
     88== CONCEPTS ==
    8689Concepts are very important to designing a game. One large reason is that we can all view the collective ‘vision’ behind the artwork in the game before it goes through entire art pipeline. This gives it all a sense of collectiveness. After-all this is one game and not a hodge-podge of artistic styles that very from individual to individual. [[BR]] [[BR]] Concepts are the foundation of the rest of the artwork that we will be doing for the game. What is created by the concept artists will move down the ‘assembly’ line to the modelers and skinners.[[BR]] [[BR]] Refer often to the civilization design documents:
    8790
     
    117120[[Image(http://www.wildfiregames.com/0ad/images/artspec/image004.jpg)]]
    118121
    119 = Models =
     122----
     123== Models ==
    120124Models are the next stage. Models are pretty important because they form the shape of the characters in our game world. The key to our models (because this is a full 3d game) is to rely on our skins for the details of the objects in the world and not the geometry. The industry buzz word for this is ‘low poly’. We will try to keep our polygon (tri) count down as low as possible. We can do to this by taking advantage of the opacity maps, removing polygons nobody will ever see (bottom polys), and relying on the skin for detail.[[BR]] [[BR]] Here is what I’m looking for in models:
    121125
     
    129133 * Needed Files - .pmd export plugin for R6 [http://www.wildfiregames.com/%7Eart/pmdexp6.rar http://www.wildfiregames.com/~art/pmdexp6.rar]
    130134
    131 = 3D Tools =
     135----
     136== 3D Tools ==
    1321373D Studio Max release 6.0 and above is the recommended 3D modeler and animation package used for the Pyrogenesis Engine. Pyrogenesis models in the game are defined by custom file formats PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation). See Appendix A and B for more details describing these formats. The development pipeline previously used a custom export 3d Studio Max plug-in that exported files in these formats. However, the game now supports COLLADA’s DAE files which allow users to create content in a variety of software programs
    133138
     
    146151[http://en.wikipedia.org/wiki/Blender_%28software%29 Blender]
    147152
    148 [http://en.wikipedia.org/wiki/Gmax Gmax] (export W3D, import W3D into 3dsmax)
    149 
    150 = COLLADA EXPORT =
     153----
     154== COLLADA EXPORT ==
    151155Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs.
    152156
     
    182186 * Prop points should be defined by creating an object (e.g. a Dummy helper in 3ds Max) named prop-whatever, where the whatever is the name of the prop point. The file data/tools/atlas/lists.xml lists the standard prop attachment points. That object should then be attached to a bone.
    183187
    184 = PYROGENESIS IMPORT/EXPORT =
    185 This plug-in is only tested to work on 3ds Max Release 6[[BR]] [[BR]] You may download from here:[[BR]] http://www.wildfiregames.com/users/art/pmdexp6.rar [[BR]] [[BR]] Essentially this tool allows users to export PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation) files directly from 3ds Max R6. This process skips the exporting of a DAE (COLLADA) file that is later converted to a PMD or PSA file in the future. This method is not preferred. The tool is broken in that it does not blend weighted vertexes in animation, it also only allows biped/physique methods to animation (bones/skin do not work).
     188----
     189== PYROGENESIS IMPORT/EXPORT ==
     190This plug-in is only tested to work on 3ds Max Release 6, WFG used this tool and format before COLLADA.[[BR]] [[BR]] You may download from here:[[BR]] http://www.wildfiregames.com/users/art/pmdexp6.rar [[BR]] [[BR]] Essentially this tool allows users to export PMD (Pyrogenesis Model Data) and PSA (Pyrogenesis Animation) files directly from 3ds Max R6. This process skips the exporting of a DAE (COLLADA) file that is later converted to a PMD or PSA file in the future. This method is not preferred. The tool is broken in that it does not blend weighted vertexes in animation, it also only allows biped/physique methods to animation (bones/skin do not work).
    186191
    1871921. Function: Creates Prop points [[BR]] Access: In the Command Panel - Create => Helpers => PS Helpers => Prop Point[[BR]] Extra: Export with the .pmd file, modify the name as desired, but precede with “prop-“, example prop-r_hip
     
    208213 * Layers of animation work nicely to slightly alter a motion
    209214
    210 = OTHER 3DS MAX =
     215----
     216== OTHER 3DS MAX Plugins ==
    2112173D Studio Max, while powerful, does have useful additional features/settings that may be added to the default installation and prove to be helpful for creating art content.
    212218
     
    225231  Clear materials – I haven’t created a script for this, but you can simply paste this into the max command bar and it will remove all the materials of the selection. $*.material=undefined This is useful to export a file and avoid other receiving errors that they are unable to find textures or materials.
    226232
    227 = Scale and PROPORTIONS =
     233----
     234== Scale and Proportions ==
    228235Proportions in the game, in general, will not be true to the real world. Humans will take on the proportions of a hero. Animals will be formed with a slightly exaggerated eye. Structures in comparison to units will be roughly ¾ the size (though roughly 7/8 scale is given to windows and doors to aid in the transitional illusion of scale)
    229236
     
    236243||VILLAGE PHASE STRUCTURES[[BR]][[BR]][[BR]] * 5x5 - Civic Centre (Village Centre=>Town Centre=>City Centre)[[BR]] * 2x2 - House[[BR]] * 3x3 - Farmstead[[BR]] * 3x6 - Field[[BR]] * 3x6 - Corral[[BR]] * 3x3 - Mill[[BR]] * 1x1 - Outpost[[BR]] * 1x4 - Wall Section[[BR]] * 1x1 – Tower[[BR]] * 1x2 - Gate||[[BR]][[BR]] [[BR]][[BR]]TOWN PHASE STRUCTURES[[BR]][[BR]][[BR]] * 4x4 - Dock[[BR]] * 4x4 - Market[[BR]] * 4x4 - Barracks[[BR]] * 3x3 – Temple[[BR]][[BR]]CITY PHASE STRUCTURES[[BR]][[BR]][[BR]] * 5x5 – Fortress||
    237244
    238 = [Polygon Count Limits =
     245----
     246== Polygon Count Limits ==
    239247Pyrogenesis supports real time strategy games. RTS games have large numbers of entities on the screen at one time at a small scale. Due to this small scale, the total polygon limits are rather low compared to the average first person shooter. This is a list of recommended max poly counts for 3D Modelers to take into account with making 3D models.
    240248
     
    243251Note: Engine DOES NOT support Double-Sided polys - don`t use them. If double sided polys are required, duplicate geometry must be created with the normals flipped.
    244252
    245 = LEVEL OF DETAIL =
     253----
     254== LEVEL OF DETAIL ==
    246255Because the models in the game will be small on screen and because the poly counts must be kept low, anything smaller than a human hand should not be modeled but included in texturing.
    247256
    248 = ORIENTATION =
     257----
     258== ORIENTATION ==
    249259The orientation of models in the game follows standard max views. When viewing from the max Front view it would display the front facing view of the model. In other words, the model should be looking along the negative Y axis.
    250260
    251 = PROPS =
     261----
     262== PROPS ==
    252263Pyrogenesis uses a system that is called propping. It is also defined in the computer world as a parent/child or master/slave relationship. In 0 A.D. we call it a body/prop relationship. Props are objects that are separated from the parent and have the ability to be used independently in whatever circumstance deemed fit.
    253264
     
    258269Here are some examples of props: helmets, weapons, shields, capes, quivers, pottery, barrels, baskets, vegetation.
    259270
    260 = PROPping with pyrogenesis 3ds max plugin =
     271----
     272== PROPing with pyrogenesis 3ds max plugin ==
    261273This tutorial teaches on how to use the Prometheus 3ds Max propping tools. This will enable you to use the propping feature while doing your modding for 0 A.D. Well, if we are going to work with 3ds Max, we are going to need a plug-in and you can download that [http://www.wildfiregames.com/%7Eart/pmdexp6.rar HERE].
    262274
     
    290302
    291303=  =
    292 = Skins and Textures =
     304----
     305== Skins and Textures ==
    293306This is such a critical topic because it is the texture of a skin that really gives the game its ‘look’. 0 A.D.’s theme could be described as a hyper-realistic look. This is a historical game and not a fantasy or futuristic game. Our colors will be slightly more saturated than the real world. We also want to reflect the ‘realness’ of our world by NOT making things look totally new like you just purchased them off a store shelf, but rather: used, weathered, worn, ‘real’. It is very important to follow the concept, do not make creative liberties. The concept has been approved by the art department lead and the historian, your idea in your creative mind has not been. Make sure the viewer always knows what they are looking at. Also, pay particular note to details! The more detail that can be added to a texture, the better.
    294307
     
    316329 * Communicate! - If you need help or you would like some links to some good tutorials, feel free to ask questions of your fellow workers and the art department lead.
    317330
    318 = Preferred 2D Tool =
     331----
     332= Preferred 2D Tools =
    319333There really isn’t any preferred graphical editing software that is capable of opening and saving BMP files may be used to create textures for Pyrogenesis. Software that is capable of supporting alpha channels and saving files in DDS format would be advantageous.
    320334
     
    343357[http://developer.nvidia.com/page/tools.html nVidia’s Developer Tools] – Other useful DDS tools
    344358
    345 = Graphics Formats =
     359----
     360== Graphics Formats ==
    346361· BMP[[BR]] Lossless and uncompressed, a large file that is bigger than a TGA, and lacks alpha channel support. The most basic format that may be saved and converted to a .dds file using a WFG conversion tool. Alpha layer tools are not required.
    347362
     
    366381NOTE: A hardware bug in all nVidia chipsets, including the NV20 (!GeForce3), potentially makes DXT1 textures gross and ugly. Specifically, decompression is performed in 16-bit color mode internally, making the resulting texture potentially unacceptable for use, especially when combined with other operations. Test your DXT1 textures on nVidia hardware before committing to their use. All other DXTC formats on nVidia hardware are okay, as textures are decompressed in 32-bit color internally.
    367382
    368 = BASIC HUMAN TEMPLATE =
     383----
     384== BASIC HUMAN TEMPLATE ==
    369385A basic human template can be found here: http://www.wildfiregames.com/users/art/mythos/textures/newdude-newUVmap.psd
    370386
     
    408424It is advantageous to use the template in a paper doll fashion. Each of these steps is a layer. The artist starts with the base, next the tunic is added. Then add the breastplate, then the leather loin protectors, and finally the weapon strap. Because these are independent layers, they can be used on other models as well. Note that the color of the tunic is grayscale, this is because it is used as player color; more on that in the next topic.
    409425
    410 = Player Color =
     426----
     427== Player Color ==
    411428[[Image(http://www.wildfiregames.com/0ad/images/artspec/image038.jpg)]]
    412429
     
    429446These images show how the engine uses the player color to change between various colors.
    430447
    431 = Object Color =
     448----
     449== Object Color ==
    432450[[Image(http://www.wildfiregames.com/0ad/images/artspec/image044.jpg)]]
    433451
     
    436454[[Image(http://www.wildfiregames.com/0ad/images/artspec/image043.jpg)]]
    437455
    438 = Transparency =
     456----
     457== Transparency ==
    439458Transparency, like player color and object color, uses the alpha channel for it’s definition. The same methods are used for creation. This is probably the usage of the alpha channel that most are familiar with, so it doesn’t require much explanation. The Actor file that uses the texture must however tell the engine the texture has transparency and is called out as such in the Actor file.
    440459
    441 = Other =
     460----
     461== Other ==
    442462UV Coordinates and Texturing
    443463
     
    488508Water textures use normal mapping. They are a series of 60 images that are displayed one after another to give the illusion that water is moving. The movement is simply by the design of the texture. The textures were created by a 3^rd^ party texture generating program. Once they were rendered in black and white they were used as a ‘height map’ and processed by NVIDIA’s DDS Photoshop plug-in to apply the normal map’s color code information to them.
    489509
    490 = Animation =
     510----
     511== Animation ==
    491512Animations are typically created by two means either key framing or importing motion capture files. Because all our humanoid characters will be sharing the same proportions and skeleton we will be able to assign common and shared animations to human. The goal is to build up a library of animations, just like a library of props and we will just ‘play’ the animations as defined in the actor xml file in real time throughout the game.[[BR]] [[BR]] Here is what we are looking for in animations:
    492513
     
    516537Farming – if capable, swinging a hoe
    517538
    518 = Tools =
     539----
     540== Tools ==
    519541Discreet's Character Studio has been the primary character animation tool for character animation. However with the use of COLLADA to export animations, a variety of software packages may be used as long as the skeleton, mesh, and animation use the same scale and bones. Standard 3DS Max Bones may also be used when a custom rig is necessary, though the total number of bones in a rig must not exceed 25.
    520542
     
    523545Above is the image of the hierarchy and naming convention of the basic Biped that is used for all humanoid animation in the game (Note: ignore the green boxes and the footsteps). If an alternative is desired that does not match this structure, contact the developers for support.
    524546
    525   Rigging
     547  Rigging <need to fill out> Bone/Biped !StructuresBones/Biped Limits <need to fill out> Character Animation <need to fill out> Animation Frame Rates <need to fill out> PASAP Animation List <need to fill out> Non Essential Animation List <need to fill out>
     548
     549----
     550== ACTORS ==
     551  What is an actor?
     552
    526553  <need to fill out>
    527   Bone/Biped !StructuresBones/Biped Limits
     554
     555  Actor Editor
     556
    528557  <need to fill out>
    529   Character Animation
     558
     559  Actor Viewer
     560
    530561  <need to fill out>
    531   Animation Frame Rates
    532   <need to fill out>
    533   PASAP Animation List
    534   <need to fill out>
    535   Non Essential Animation List
    536   <need to fill out>
    537 
    538 [[BR]]
    539 = ACTORS =
    540   What is an actor?
    541 
    542   <need to fill out>
    543 
    544   Actor Editor
    545 
    546   <need to fill out>
    547 
    548   Actor Viewer
    549 
    550   <need to fill out>
    551 
    552 = SVN =
     562
     563----
     564== SVN ==
    553565For instructions on comitting your work, see [wiki:"wiki:TortoiseSVN Guide" here].
    554566
    555 = Folder Structure =
     567----
     568== Folder Structure ==
    556569DATA[[BR]] +MODS[[BR]] +OFFICIAL[[BR]] +ART[[BR]] ¦ACTORS[[BR]] ¦ ¦FAUNA[[BR]] ¦ ¦FLORA[[BR]] ¦ ¦GEOLOGY[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦ ¦FAUNA[[BR]] ¦ ¦ ¦FLORA[[BR]] ¦ ¦ ¦GEOLOGY[[BR]] ¦ ¦ ¦STRUCTURES[[BR]] ¦ ¦ ¦TEMP[[BR]] ¦ ¦ +UNITS[[BR]] ¦ ¦STRUCTURES[[BR]] ¦ ¦TEMP[[BR]] ¦ +UNITS[[BR]] ¦ANIMATION[[BR]] ¦ ¦BIPED[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦MECHANICAL[[BR]] ¦ ¦QUADRAPED[[BR]] ¦ +SIMPLE[[BR]] ¦MATERIALS[[BR]] ¦MESHES[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦SKELETONS[[BR]] +TEXTURES[[BR]] ¦ANIMATED[[BR]] ¦CURSORS[[BR]] ¦PARTICLES[[BR]] ¦SKIES[[BR]] ¦SKINS[[BR]] ¦ ¦GAIA[[BR]] ¦ ¦PROPS[[BR]] ¦ ¦SKELETAL[[BR]] ¦ ¦STRUCTURAL[[BR]] ¦ ¦TEMP[[BR]] ¦ +TEST[[BR]] ¦TERRAIN[[BR]] ¦ ¦ALPHAMAPS[[BR]] ¦ +TYPES[[BR]] +UI