Changes between Version 46 and Version 47 of ArtDesignDocument
- Timestamp:
- May 27, 2019, 12:08:07 PM (5 years ago)
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ArtDesignDocument
v46 v47 255 255 ArtPolyCountGuidelines 256 256 257 ---- 257 258 === Level of Detail === 258 259 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. … … 351 352 The base texture (affectionately named dude) looks like this: 352 353 353 [[Image( http://www.wildfiregames.com/0ad/images/artspec/image031.jpg)]]354 [[Image(dude_naked.jpg)]] 354 355 355 356 To 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. 356 357 357 To the right you is how the texture is broken down by quadr ents. 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)]]358 To 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)]] 360 361 361 362 Notice how the following images wrap and tile as you offset them: 362 363 363 ||[[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.|| 366 368 367 369 The goal is to eliminate the seams in our textures and this template will do that. 368 370 369 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 quadr ent 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)]]371 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 quadrant image above). Then resize this layer so that it’s 512x580. See the image to the right. 372 373 [[Image(image036.jpg)]] 372 374 373 375 [[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: … … 384 386 * sample bracers 385 387 386 [[BR]][[Image( http://www.wildfiregames.com/0ad/images/artspec/image037.jpg)]]388 [[BR]][[Image(image037.jpg)]] 387 389 388 390 It 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.