Changes between Version 15 and Version 16 of ArtDesignDocument
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- Jul 16, 2009, 1:46:23 AM (15 years ago)
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ArtDesignDocument
v15 v16 134 134 135 135 ---- 136 == 3D Tools==136 === 3D Tools === 137 137 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 138 138 … … 152 152 153 153 ---- 154 == COLLADA EXPORT==154 === COLLADA EXPORT === 155 155 Note: Currently this has only been tested with 3ds Max. Some work may be needed to support other programs. 156 156 … … 187 187 188 188 ---- 189 == PYROGENESIS IMPORT/EXPORT==189 === PYROGENESIS IMPORT/EXPORT === 190 190 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). 191 191 … … 214 214 215 215 ---- 216 == OTHER 3DS MAX Plugins==216 === OTHER 3DS MAX Plugins === 217 217 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. 218 218 … … 232 232 233 233 ---- 234 == Scale and Proportions==234 === Scale and Proportions === 235 235 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) 236 236 … … 244 244 245 245 ---- 246 == Polygon Count Limits==246 === Polygon Count Limits === 247 247 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. 248 248 … … 252 252 253 253 ---- 254 == LEVEL OF DETAIL==254 === LEVEL OF DETAIL === 255 255 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. 256 256 257 257 ---- 258 == ORIENTATION==258 === ORIENTATION === 259 259 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. 260 260 261 261 ---- 262 == PROPS==262 === PROPS === 263 263 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. 264 264 … … 270 270 271 271 ---- 272 == PROPing with pyrogenesis 3ds max plugin==272 === Tutorial: Proping with pyrogenesis 3ds max plugin === 273 273 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]. 274 274 … … 330 330 331 331 ---- 332 = Preferred 2D Tools=332 === Preferred 2D Tools === 333 333 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. 334 334 … … 358 358 359 359 ---- 360 == Graphics Formats==360 === Graphics Formats === 361 361 · 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. 362 362 … … 382 382 383 383 ---- 384 == BASIC HUMAN TEMPLATE==384 === Basic Human Template === 385 385 A basic human template can be found here: http://www.wildfiregames.com/users/art/mythos/textures/newdude-newUVmap.psd 386 386 … … 425 425 426 426 ---- 427 == Player Color==427 === Player Color === 428 428 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image038.jpg)]] 429 429 … … 447 447 448 448 ---- 449 == Object Color==449 === Object Color === 450 450 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image044.jpg)]] 451 451 … … 455 455 456 456 ---- 457 == Transparency==457 === Transparency === 458 458 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. 459 459 460 460 ---- 461 == Other == 462 UV Coordinates and Texturing 463 461 === Other === 462 ==== UV Coordinates and Texturing ==== 464 463 Pyrogenesis supports only one (1) UVW channel and Material per object. Only UVW Channel 1 will be used by the exporter and game engine. Multi-sub object texturing should not be used and is not supported. Objects should be textured with just one material, represented in 3D Studio Max as the diffuse texture channel. 465 464 466 Original Files 467 465 ==== Original Files ==== 468 466 DDS will be used for the final texture format in Pyrogenesis, However, it is also recommended that textures be created in Photoshop, Paintshop Pro, or Gimp (etc.) also be saved as Photoshop Documents PSD files, with their layer information intact, so that later revisions can be made. This will also serve as an easier way to make variations and modifications in the future. 469 467 470 Texture Size 471 468 ==== Texture Size ==== 472 469 256x256 for heroes 473 470 … … 480 477 Some find that working at double the intended game resolution size in your 2D software package then scaling the final version down is useful. Others say that you waste time creating unused detail. The decision will be yours to make. 481 478 482 Terrain Textures 483 479 ==== Terrain Textures ==== 484 480 Terrains must tile. Meaning the left<=>right and top<=>bottom must seamlessly tile with each other. Terrain textures are in a large size because they are such a huge portion of what is visible on the screen. Care should be taken to avoid distinguishable repeating patterns on textures that have a high likely hood of more than 50% of the texturing being seen on the screen at a time (grass, dirt, sand, etc...). Recognizing repeating textures in unique aspects of terrain (cliff, rocks, roads, etc....) are not as critical. A texture spans approximately 11x11 tiles in the game. Scale your details on the texture accordingly. 485 481 … … 488 484 This terrain texture is for a guide for shadows. If there is a feature on the terrain (such as a rock, or a stick) that would benefit from a shadow, place the shadow to the left of that feature (not the shadow on the blue ball). This would be in line with the shadow position for the default angle and location of the sun in the game world. 489 485 490 Terrain Blends 491 486 ==== Terrain Blends ==== 492 487 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image046.jpg)]] 493 488 … … 498 493 To use this image, you are free to modify any part of the blend aside from the pixels on the edges of the grid. It could be a simple gradient as is seen here or it could be made blotchy, or feathered. Remember that the blends must interface with one another so their border blends should match. 499 494 500 Skybox Textures 501 495 ==== Skybox Textures ==== 502 496 A skybox is an interesting graphical feature of the world. It is for the most part unimportant to the game, but goes a long way to beautifying the world. The skybox is just that. It is a large cube in the game world that does not move relative to the camera. It is comprised of five textures for all faces excluding the bottom. The textures location is: art\textures\skies\<name>. The five textures are named front, back, left, right, and top. The files are saved as 32 bit RBGA DDS files. Reason being is that there is no file compression which means there are no artifacts on the textures. The textures were created in 3DS max by setting up a 5 camera’s each facing a direction. A textured halved sphere was created. All five camera’s render an image. You can test your images in this small program: 503 497 504 498 http://www.wildfiregames.com/users/art/skyboxtexturetest.rar 505 499 506 Water Textures 507 500 ==== Water Textures ==== 508 501 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. 509 502 … … 538 531 539 532 ---- 540 == Tools==533 === Tools === 541 534 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. 542 535 … … 546 539 547 540 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> 541 542 ---- 543 == Exporting == 544 ---- 545 == SVN == 546 For instructions on comitting your work, see [wiki:"wiki:TortoiseSVN Guide" here]. 547 548 ---- 549 === Folder Structure === 550 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 548 551 549 552 ---- … … 560 563 561 564 <need to fill out> 562 563 ----564 == SVN ==565 For instructions on comitting your work, see [wiki:"wiki:TortoiseSVN Guide" here].566 567 ----568 == Folder Structure ==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