Changes between Version 46 and Version 47 of ArtDesignDocument


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Timestamp:
May 27, 2019, 12:08:07 PM (5 years ago)
Author:
Stan
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  • ArtDesignDocument

    v46 v47  
    255255ArtPolyCountGuidelines
    256256
     257----
    257258=== Level of Detail ===
    258259Because 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.
     
    351352The base texture (affectionately named dude) looks like this:
    352353
    353 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image031.jpg)]]
     354[[Image(dude_naked.jpg)]]
    354355
    355356To the left is the base texture was designed to provide the most basic layer of what will be used in the game. Most all of the game unit art is built of this this skin. This is the standard. The upper left portion is the legs, the upper right is the arms. The lower middle is the body.[[BR]] [[BR]] The texture is tileable. What do we mean by tileable? Well the textures edges match up to aid you in lining up your texture seams.
    356357
    357 To the right you is how the texture is broken down by quadrents. Also note that the integers are based on powers of 2. (though 384 is not).
    358 
    359 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image030.jpg)]]
     358To the right you is how the texture is broken down by quadrants. Also note that the integers are based on powers of 2. (though 384 is not).
     359
     360[[Image(dude_naked_quadrants.jpg)]]
    360361
    361362Notice how the following images wrap and tile as you offset them:
    362363
    363 ||[[Image(http://www.wildfiregames.com/0ad/images/artspec/image032.jpg)]][[BR]][[BR]][[BR]]Torso tile now centered about the back rather than the Chest.||[[Image(http://www.wildfiregames.com/0ad/images/artspec/image033.jpg)]][[BR]][[BR]][[BR]]Here are the arms tiled and rotated 90 degrees to help visualization.||[[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image034.jpg)]][[BR]][[BR]][[BR]]Here are the legs tiled and rotated 90 degrees to help visualization.||
    364 
    365 ||[[Image(http://www.wildfiregames.com/0ad/images/artspec/image035.jpg)]]||The image to the left demonstrates that with a bit of flipping, rotating, and resizing you can position the tile to look like this image to the left. This allows seamless transitions between the torso and legs if needed. After a texture is complete simply retrace your flipping and rotating steps to return to the original.||
     364||[[Image(image032.jpg)]][[BR]][[BR]][[BR]]||Torso tile now centered about the back rather than the Chest. ||
     365||[[Image(image033.jpg)]][[BR]][[BR]][[BR]]||Here are the arms tiled and rotated 90 degrees to help visualization. ||
     366||[[Image(image034.jpg)]][[BR]][[BR]][[BR]]|| Here are the legs tiled and rotated 90 degrees to help visualization. ||
     367||[[Image(image035.jpg)]][[BR]][[BR]][[BR]]||The image to the left demonstrates that with a bit of flipping, rotating, and resizing you can position the tile to look like this image to the left. This allows seamless transitions between the torso and legs if needed. After a texture is complete simply retrace your flipping and rotating steps to return to the original.||
    366368
    367369The goal is to eliminate the seams in our textures and this template will do that.
    368370
    369 The texture is designed to make maximum use of the texture space. The negative side of this is that the scale is sometimes disproportionate. If you want to make something on their body that is vertically and horizontally symmetrical, you need to do this. Crop just the lower half (the red section in the quadrent image above). Then resize this layer so that it’s 512x580. See the image to the right.
    370 
    371 [[Image(http://www.wildfiregames.com/0ad/images/artspec/image036.jpg)]]
     371The texture is designed to make maximum use of the texture space. The negative side of this is that the scale is sometimes disproportionate. If you want to make something on their body that is vertically and horizontally symmetrical, you need to do this. Crop just the lower half (the red section in the quadrant image above). Then resize this layer so that it’s 512x580. See the image to the right.
     372
     373[[Image(image036.jpg)]]
    372374
    373375[[BR]] [[BR]] Here are more resources:[[BR]] [[BR]] http://www.wildfiregames.com/users/art/wijit/dude.rar [[BR]] http://www.wildfiregames.com/users/art/wijit/dude_accesory.rar [[BR]] [[BR]] In the dude accessories youll find a few examples of some things:
     
    384386 * sample bracers
    385387
    386 [[BR]][[Image(http://www.wildfiregames.com/0ad/images/artspec/image037.jpg)]]
     388[[BR]][[Image(image037.jpg)]]
    387389
    388390It 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.