Changes between Version 33 and Version 34 of ArtDesignDocument


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Timestamp:
Jun 27, 2012, 11:15:01 PM (12 years ago)
Author:
Pureon
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  • ArtDesignDocument

    v33 v34  
    9999 * Poly counts - as low as possible! Here are the suggestions:[[BR]] Humanoid Bodies – 500[[BR]] Animal Bodies – 700[[BR]] Humanoid and Building Props – 50[[BR]] World Objects – 150[[BR]] Buildings – 800
    100100 * Unwrapping - Unwrap your own 3d models as best you can – they can be tweaked by the skinner later, but don’t force the skinners to do your job for you.
    101  * Formats – *.max or *.3ds is preferred in a zipped file. Final approved file will be exported as a *.dae (COLLADA).
     101 * Formats – *.blend, *.max or *.3ds is preferred in a zipped file. Final approved file will be exported as a *.dae (COLLADA).
    102102 * Scale – See the http://www.wildfiregames.com/forum/index.php?showtopic=793. Builidngs/trees are about 2/3rds the scale of humans. Props should match the scale of humans.
    103103 * Joints – if you unit is going to be animated, make sure there is enough vertexes around the joint to bend with minimal distortion.
     
    107107----
    108108=== 3D Tools ===
    109 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
     109Blender 2.6 (and above) and 3D Studio Max (release 6.0 and above) are the recommended 3D model and animation packages used for the Pyrogenesis Engine. The game now supports COLLADA’s DAE files which allow users to create content in a variety of software programs. Older 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 PMD and PSA formats.
    110110
    111111Recommended 3D software options:
    112112
     113[http://en.wikipedia.org/wiki/Blender_%28software%29 Blender]
     114
    113115[http://en.wikipedia.org/wiki/Maya_%28software%29 Maya] (using [http://www.feelingsoftware.com/content/view/55/72 ColladaMaya])
    114116
     
    121123[http://en.wikipedia.org/wiki/SketchUp SketchUp]
    122124
    123 [http://en.wikipedia.org/wiki/Blender_%28software%29 Blender]
    124125
    125126----
    126127=== COLLADA Export ===
    127 Note: Currently this has primarily been tested with 3ds Max. Some work may be needed to support other programs properly.
     128A variety of 3D programs can export models in the Collada DAE format
    128129
    129130==== General ====
     
    143144
    144145After creating your model, select it in object mode and go to File > Export > COLLADA (.dae). Then click the 'Export COLLADA' button after giving the .dae file a name and selecting the export directory. That's it, hopefully a 0AD compatible model/animation file has been saved.[[BR]][[BR]]Generally following these rules will help the collada files open in 0 A.D. -[[BR]][[BR]]1) '''You should only export 1 object per collada model.''' If your file has multiple objects, select only 1 for export and activate the 'Export only selected' option in the Collada Exporter options panel.[[BR]]2) '''Your mesh should be UV mapped'''. A simple unwrap can be done by selecting all faces in edit mode and going to Mesh > UV Unwrap... > Unwrap[[BR]]3) '''Your object should only have 1 material, otherwise the model will not import'''. Delete unnecessary materials using the Material tab while the object is selected in Object mode.
     146
     147For a more detailed step-by-step tutorial showing how to create a new object for use in 0 A.D., view the [http://trac.wildfiregames.com/wiki/Basic3DImplementation Basic 3D Implementation Guide]
    145148
    146149'''[[BR]]Importing collada models from 0 A.D. into Blender[[BR]]'''If a collada model doesn't import into Blender try the following:[[BR]][[BR]]1) Open the DAE file in Notepad[[BR]]2) Find the line <diffuse>[[BR]]3) Delete the entire <diffuse> element. It'll look something like this:[[BR]][[BR]]            <diffuse>[[BR]]              <texture texture="Map!__123-image" texcoord="CHANNEL0">[[BR]]                <extra>[[BR]]                  <technique profile="MAYA">[[BR]]                    <wrapU sid="wrapU0">TRUE</wrapU>[[BR]]                    <wrapV sid="wrapV0">TRUE</wrapV>[[BR]]                    <blend_mode>ADD</blend_mode>[[BR]]                  </technique>[[BR]]                </extra>[[BR]]              </texture>[[BR]]            </diffuse>[[BR]][[BR]](Delete everything from <diffuse> to </diffuse>)[[BR]]4) Save the file (don't change the DAE format)[[BR]]5) Try to import it again