Changes between Version 45 and Version 46 of ArtDesignDocument


Ignore:
Timestamp:
May 23, 2019, 2:44:23 PM (5 years ago)
Author:
Stan
Comment:

Update the document up to the model section, strip the filenaming conventions into another page.

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  • ArtDesignDocument

    v45 v46  
    2323 * BASIC: Economy focused, light to little or no armor
    2424 * ADVANCED: Light trooper, lower/middle classed soldier, with moderate arms
    25  * ULTIMATE / ELITE: Veteran warrior, the elite status. They possess the best weapons and the best armor.
     25 * ELITE: Veteran warrior, the elite status. They possess the best weapons and the best armor.
    2626
    2727=== Player Color ===
     
    4343The 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.
    4444
    45 [[Image(art-pipeline.png, 1024px, align=center)]]
     45[[Image(art-pipeline.png, 768px)]]
    4646
    4747 1. '''Design Document'''
     
    7878 * [http://trac.wildfiregames.com/wiki/Civ%3A_Spartans Spartans]
    7979
    80 The historical reference site here is also useful: http://www.wildfiregames.com/users/art/history/ [[BR]] [[BR]] Here are key points to address for concepts:
    81 
    82 · Look - Black and white images (later colored if there is a specific point of detail that can’t be described with simply words)
    83 
    84 · Title Block - http://www.wildfiregames.com/users/art/titleblock.jpg . Top box is the name, version in the middle left, and date on the right, your name at the bottom.
    85 
    86 · Descriptions – feel free to draw arrows and write text in the image for anything you want to draw attention too
    87 
    88 · Auxiliary view - If there is something to relate to the modelers that you couldn’t capture in one view, feel free to sketch a picture to the side from another angle.
    89 
    90 · Citizen Soldiers – If it is a unit that upgrades (basic, advanced, elite) then three sketches are required.
    91 
    92 · Backup – Back up all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP, RAR)
     80Here are key points to address for concepts:
     81
     82* Look - Black and white images (later colored if there is a specific point of detail that can’t be described with simply words)
     83* Title Block - Top box is the name, version in the middle left, and date on the right, your name at the bottom. (see: [https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/titleblock.jpg, Title Block Example])
     84* Descriptions – feel free to draw arrows and write text in the image for anything you want to draw attention too
     85* Auxiliary view - If there is something to relate to the modelers that you couldn’t capture in one view, feel free to sketch a picture to the side from another angle.
     86* Citizen Soldiers – If it is a unit that upgrades (basic, advanced, elite) then three sketches are required.
     87* Backup – Back up all your work in the art SVN in case something bad happens to your computer – compressed please ! (ZIP, 7-Zip)
    9388
    9489These are great examples of some good concept art created for 0 A.D.
    9590
    96 The (Ultimate – the highest ranked of this citizen soldier type) Roman Triarius was drawn by Brenden Keough. Note how he drew two different views of the unit so that there isn’t any question of what certain features that would otherwise be missed by the texture artist (like the greeves that only go halfway around the shin, and the extra detail seen in the helmet. This unit also has a few props included with the concept to ensure that they are represented with this unit as well. The other great thing about this concept is the detail. There is so much detail that it could actually be cut and pasted directly into a unit texture.
    97 
    98 The civil center is another fine example of a concept created by Michael Hafer. Now this concept didn’t need to be colored because he so accurately described various features with notes. This is perfectly acceptable and actually preferred because it is a much quicker process than coloring an entire concept. Note also his overhead image in the lower right hand corner to help show exactly where the building are positioned about the complex structure.
    99 
    100 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image003.jpg)]]
    101 
    102 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image004.jpg)]]
     91* This Elite (the highest ranked of this citizen soldier type) Roman Triarius concept was drawn by Brenden Keough. Note how he drew two different views of the unit so that there isn’t any question of what certain features that would otherwise be missed by the texture artist (like the greeves that only go halfway around the shin, and the extra detail seen in the helmet. This unit also has a few props included with the concept to ensure that they are represented with this unit as well. The other great thing about this concept is the detail. There is so much detail that it could actually be cut and pasted directly into a unit texture.
     92
     93[[Image(concept-roman-unit.jpg)]]
     94
     95* The civil center is another fine example of a concept created by Michael Hafer. Now this concept didn’t need to be colored because he so accurately described various features with notes. This is perfectly acceptable and actually preferred because it is a much quicker process than coloring an entire concept. Note also his overhead image in the lower right hand corner to help show exactly where the building are positioned about the complex structure.
     96
     97[[Image(concept-hele-civ-center.jpg)]]
     98
     99
    103100
    104101----
     
    106103Models 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 we're looking for in models:
    107104
    108  * 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
     105 * Poly counts - see ArtPolyCountGuidelines
    109106 * 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.
    110107 * Formats – *.blend, *.max or *.3ds is preferred in a zipped file. Final approved file will be exported as a *.dae (COLLADA).
    111  * 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.
     108 * Scale – See ArtScaleAndProportions
    112109 * Joints – if you unit is going to be animated, make sure there is enough vertexes around the joint to bend with minimal distortion.
    113110 * Think Ahead! – Try to imagine how you would skin the model and use opacity maps where you can.
     
    120117Recommended 3D software options:
    121118
    122 [http://en.wikipedia.org/wiki/Blender_%28software%29 Blender]
    123 
    124 [http://en.wikipedia.org/wiki/Maya_%28software%29 Maya] (using [http://www.feelingsoftware.com/content/view/55/72 ColladaMaya])
    125 
    126 [http://en.wikipedia.org/wiki/3D_Studio_Max 3D Studio Max] (using [http://www.feelingsoftware.com/content/view/65/79/lang,en/ ColladaMax])
    127 
    128 [http://en.wikipedia.org/wiki/Softimage_XSI Softimage|XSI]
    129 
    130 [http://en.wikipedia.org/wiki/MeshLab MeshLab]
    131 
    132 [http://en.wikipedia.org/wiki/SketchUp SketchUp]
    133 
     119* [https://en.wikipedia.org/wiki/Blender_(software) Blender]
     120* [http://en.wikipedia.org/wiki/Maya_%28software%29 Maya]
     121* [http://en.wikipedia.org/wiki/3D_Studio_Max 3D Studio Max]
    134122
    135123----
     
    484472The key animation types are as follows:
    485473
    486 Idle – a very subtitle movement simply to let the user know the unit is not a stone.
    487 
    488 Attack – if capable of attacking, 2-3 variations would be nice
    489 
    490 Walk – a simple walk cycle
    491 
    492 Run – if capable, a run cycle
    493 
    494 Death – when the unit’s hit points reach zero, the unit must die. 2-3 variations
    495 
    496 Foraging – if capable, two types: picking berry bushes, and picking fruit from trees
    497 
    498 Mining – if capable, swinging a pick axe
    499 
    500 Logging – if capable, swinging an axe
    501 
    502 Farming – if capable, swinging a hoe
     474* Idle – a very subtitle movement simply to let the user know the unit is not a stone.
     475* Attack – if capable of attacking, 2-3 variations would be nice.
     476* Feeding - For animals, if capable a grazing animation would be nice.
     477* Seeding - if capable, seeding from a basket.
     478* Swim - if capable a simple swim cycle currently unimplemented (Phab:D1332).
     479* Walk – a simple walk cycle.
     480* Run – if capable, a run cycle.
     481* Death – when the unit’s hit points reach zero, the unit must die. 2-3 variations.
     482* Foraging – if capable, two types: picking berry bushes, and picking fruit from trees.
     483* Mining – if capable, swinging a pick axe.
     484* Logging – if capable, swinging an axe.
     485* Farming – if capable, swinging a hoe.
    503486
    504487----
     
    518501----
    519502=== File Naming Conventions ===
    520 All filenames should follow the naming conventions described below.
    521 
    522 General Rules
    523 
    524  * No spaces in the file name are allowed
    525 
    526  * No capital letters are allowed
    527 
    528  * XML, PMD, PSA, DDS files should use these rules. For any file-formats not specially mentioned here, follow similar naming rules to fit the file type.
    529 
    530  * If using numbers always use two digits. Example: 01, not 1
    531 
    532  * Use underscore ( _ ) to separate portions of the file name
    533 
    534  * Use this order <general>_<civ>_<type>_<extra>_<variation>
    535 
    536  * If the folder path to the file already defines one portion of the name, exclude that from the file name.
    537 
    538 Examples:
    539 
    540 celt_isw_a_01.dds – Meaning: Advanced Celtic Infantry Swordsman, Variation 01 Texture
    541 
    542 kart_hc.pmd – Meaning: Carthaginian Health Center Model
    543 
    544 ||General[[BR]][[BR]]ui - User Interface[[BR]][[BR]]prop - prop[[BR]][[BR]]wrld – world[[BR]][[BR]][[BR]] If none of the above, do not use[[BR]][[BR]][[BR]]  Civ[[BR]][[BR]]rome - roman[[BR]][[BR]]hele - hellenes[[BR]][[BR]]celt - celt[[BR]][[BR]]pers - persian[[BR]][[BR]]kart - carthaginians[[BR]][[BR]]iber - iberians[[BR]][[BR]]brit - britons[[BR]][[BR]]gaul - gallic[[BR]][[BR]]pole - poleis[[BR]][[BR]]mace - macedonians[[BR]][[BR]][[BR]]  Extra[[BR]][[BR]]b - basic[[BR]][[BR]]a - advanced[[BR]][[BR]]e - elite[[BR]][[BR]]f - fall[[BR]][[BR]]s - summer[[BR]][[BR]]p - spring[[BR]][[BR]]w - winter[[BR]][[BR]]#- numbers[[BR]][[BR]]etc...||Type[[BR]][[BR]]Buildings[[BR]][[BR]]cc - civilization center[[BR]][[BR]]ho - house[[BR]][[BR]]fc - farm center[[BR]][[BR]]fv - farm - vegetation[[BR]][[BR]]fa - corral - animal[[BR]][[BR]]rc - resource center[[BR]][[BR]]tf - free standing tower - scout tower[[BR]][[BR]]wc - wall[[BR]][[BR]]wg - wall gate[[BR]][[BR]]wt - wall tower[[BR]][[BR]]pc - port center[[BR]][[BR]]mc - military center[[BR]][[BR]]tc - trade center[[BR]][[BR]]hc - health center[[BR]][[BR]]ff - fortress[[BR]][[BR]]sb - special building[[BR]][[BR]]Units[[BR]][[BR]]isw - infantry swordsman[[BR]][[BR]]isp - infantry spearman[[BR]][[BR]]ijv - infantry javelinist[[BR]][[BR]]isl - infantry slinger[[BR]][[BR]]iar - infantry archer[[BR]][[BR]]csw - cavalry sword[[BR]][[BR]]csp - cavalry spear[[BR]][[BR]]cjv - cavalry javelin[[BR]][[BR]]car - cavalry archer[[BR]][[BR]]fem - female worker[[BR]][[BR]]med - healer[[BR]][[BR]]trd - trader[[BR]][[BR]]sr - siege - rock thrower[[BR]][[BR]]sp - siege - spear/bolt thrower[[BR]][[BR]]sr - siege - ram[[BR]][[BR]]mer - merchantman ship[[BR]][[BR]]bir - bireme[[BR]][[BR]]tri - trireme[[BR]][[BR]]qui - quinquereme[[BR]][[BR]]su1 - super unit 1[[BR]][[BR]]su2 - super unit 2[[BR]][[BR]]su3 - super unit 3[[BR]][[BR]]hr1 - hero 1[[BR]][[BR]]hr2 - hero 2[[BR]][[BR]]hr3 - hero 3[[BR]][[BR]]scn - scenario unit||
    545 
     503ArtFileNamingConventions
    546504----
    547505== Actors ==