80 | | The historical reference site here is also useful: http://www.wildfiregames.com/users/art/history/ [[BR]] [[BR]] Here are key points to address for concepts: |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) |
| 80 | 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 | * 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) |
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 | |
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] |
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. |
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 | | |
| 503 | ArtFileNamingConventions |