Changes between Version 14 and Version 15 of ArtDesignDocument
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- Jul 16, 2009, 1:41:44 AM (15 years ago)
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ArtDesignDocument
v14 v15 1 1 [[TOC]] 2 2 3 = Artistic Theme=3 == Artistic Theme == 4 4 It 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. 5 5 … … 45 45 * 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... 46 46 47 = File Naming Conventions = 47 ---- 48 == File Naming Conventions == 48 49 All filenames should follow the naming conventions described below. 49 50 … … 67 68 68 69 = = 69 = Art Pipeline = 70 ---- 71 == Art Pipeline == 70 72 The 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. 71 73 … … 83 85 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. 84 86 85 = CONCEPTS = 87 ---- 88 == CONCEPTS == 86 89 Concepts 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: 87 90 … … 117 120 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image004.jpg)]] 118 121 119 = Models = 122 ---- 123 == Models == 120 124 Models 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: 121 125 … … 129 133 * Needed Files - .pmd export plugin for R6 [http://www.wildfiregames.com/%7Eart/pmdexp6.rar http://www.wildfiregames.com/~art/pmdexp6.rar] 130 134 131 = 3D Tools = 135 ---- 136 == 3D Tools == 132 137 3D 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 133 138 … … 146 151 [http://en.wikipedia.org/wiki/Blender_%28software%29 Blender] 147 152 148 [http://en.wikipedia.org/wiki/Gmax Gmax] (export W3D, import W3D into 3dsmax) 149 150 = COLLADA EXPORT = 153 ---- 154 == COLLADA EXPORT == 151 155 Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs. 152 156 … … 182 186 * 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. 183 187 184 = 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 == 190 This 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). 186 191 187 192 1. 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 … … 208 213 * Layers of animation work nicely to slightly alter a motion 209 214 210 = OTHER 3DS MAX = 215 ---- 216 == OTHER 3DS MAX Plugins == 211 217 3D 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. 212 218 … … 225 231 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. 226 232 227 = Scale and PROPORTIONS = 233 ---- 234 == Scale and Proportions == 228 235 Proportions 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) 229 236 … … 236 243 ||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|| 237 244 238 = [Polygon Count Limits = 245 ---- 246 == Polygon Count Limits == 239 247 Pyrogenesis 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. 240 248 … … 243 251 Note: 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. 244 252 245 = LEVEL OF DETAIL = 253 ---- 254 == LEVEL OF DETAIL == 246 255 Because 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. 247 256 248 = ORIENTATION = 257 ---- 258 == ORIENTATION == 249 259 The 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. 250 260 251 = PROPS = 261 ---- 262 == PROPS == 252 263 Pyrogenesis 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. 253 264 … … 258 269 Here are some examples of props: helmets, weapons, shields, capes, quivers, pottery, barrels, baskets, vegetation. 259 270 260 = PROPping with pyrogenesis 3ds max plugin = 271 ---- 272 == PROPing with pyrogenesis 3ds max plugin == 261 273 This 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]. 262 274 … … 290 302 291 303 = = 292 = Skins and Textures = 304 ---- 305 == Skins and Textures == 293 306 This 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. 294 307 … … 316 329 * 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. 317 330 318 = Preferred 2D Tool = 331 ---- 332 = Preferred 2D Tools = 319 333 There 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. 320 334 … … 343 357 [http://developer.nvidia.com/page/tools.html nVidia’s Developer Tools] – Other useful DDS tools 344 358 345 = Graphics Formats = 359 ---- 360 == Graphics Formats == 346 361 · 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. 347 362 … … 366 381 NOTE: 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. 367 382 368 = BASIC HUMAN TEMPLATE = 383 ---- 384 == BASIC HUMAN TEMPLATE == 369 385 A basic human template can be found here: http://www.wildfiregames.com/users/art/mythos/textures/newdude-newUVmap.psd 370 386 … … 408 424 It 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. 409 425 410 = Player Color = 426 ---- 427 == Player Color == 411 428 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image038.jpg)]] 412 429 … … 429 446 These images show how the engine uses the player color to change between various colors. 430 447 431 = Object Color = 448 ---- 449 == Object Color == 432 450 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image044.jpg)]] 433 451 … … 436 454 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image043.jpg)]] 437 455 438 = Transparency = 456 ---- 457 == Transparency == 439 458 Transparency, 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. 440 459 441 = Other = 460 ---- 461 == Other == 442 462 UV Coordinates and Texturing 443 463 … … 488 508 Water 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. 489 509 490 = Animation = 510 ---- 511 == Animation == 491 512 Animations 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: 492 513 … … 516 537 Farming – if capable, swinging a hoe 517 538 518 = Tools = 539 ---- 540 == Tools == 519 541 Discreet'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. 520 542 … … 523 545 Above 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. 524 546 525 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? 552 526 553 <need to fill out> 527 Bone/Biped !StructuresBones/Biped Limits 554 555 Actor Editor 556 528 557 <need to fill out> 529 Character Animation 558 559 Actor Viewer 560 530 561 <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 == 553 565 For instructions on comitting your work, see [wiki:"wiki:TortoiseSVN Guide" here]. 554 566 555 = Folder Structure = 567 ---- 568 == Folder Structure == 556 569 DATA[[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