Changes between Version 47 and Version 48 of ArtDesignDocument


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Timestamp:
May 31, 2019, 12:14:27 AM (4 months ago)
Author:
stanislas69
Comment:

Fix some links and some numbering

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  • ArtDesignDocument

    v47 v48  
    5050
    5151 2. '''Concept''' - Next, the written concept goes to the concept designers for their first draft. As with some things in the Art Department, there is no set limit to the number of revisions a concept designer will do to ‘get it right’. It is a hit or miss process guided by feedback from the lead until you get close or nail it on the head. Once a concept is deemed complete for the character, a front and side character design should be rendered to aid the modelers and textures.
    52  2. '''Modeling''' - Based on the concept or written description, a 3D model is then made fitting the concept as close as possible within the restraints of the modeling specifications found later in this document. The modeling process also includes unwrapping and exporting a uvw map for use by the texture artist.
    53  2. '''Texture''' - A skin (or texture) for the 3D model is then created. This may be created from scratch, using reference textures, or even utilizing the concept to make the best possible texture. Close attention is made to the texture to give it a worn and used appearance. Artificial shadows are created on the texture to fill in the details that a low poly mesh is not capable of doing. In some cases player color or transparency is used on the texture. In this case the alpha channel utilized to accomplish this. More details to follow later in the document.
    54  2. '''Rigging / Animation''' - Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section.
    55  2. '''Export''' - Finally, the models and textures need to be exported and implemented into the game engine. TGA and BMP files are converted to DDS files (if not already exported as a DDS). DAE files are exported to the /mesh and /animation folders.
    56  2. '''Actor '''- Actor files are an XML file that defines the visual properties of an entity in the game. These actor files in essence are the glue that puts parts together. The file points and references the mesh, texture, and animations of a unit. They also specify object color, player color, and shadow properties. Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file.
     52 3. '''Modeling''' - Based on the concept or written description, a 3D model is then made fitting the concept as close as possible within the restraints of the modeling specifications found later in this document. The modeling process also includes unwrapping and exporting a uvw map for use by the texture artist.
     53 4. '''Texture''' - A skin (or texture) for the 3D model is then created. This may be created from scratch, using reference textures, or even utilizing the concept to make the best possible texture. Close attention is made to the texture to give it a worn and used appearance. Artificial shadows are created on the texture to fill in the details that a low poly mesh is not capable of doing. In some cases player color or transparency is used on the texture. In this case the alpha channel utilized to accomplish this. More details to follow later in the document.
     54 5. '''Rigging / Animation''' - Non-static models require rigging and animation. This is a complex process that is discussed in more detail in the Animation section.
     55 6. '''Export''' - Finally, the models and textures need to be exported and implemented into the game engine. TGA and BMP files are converted to DDS files (if not already exported as a DDS). DAE files are exported to the /mesh and /animation folders.
     56 7. '''Actor '''- Actor files are an XML file that defines the visual properties of an entity in the game. These actor files in essence are the glue that puts parts together. The file points and references the mesh, texture, and animations of a unit. They also specify object color, player color, and shadow properties. Any mesh or animation created won’t be recognized by the game engine unless it is referenced by an actor XML file.
    5757
    5858----
     
    109109 * Joints – if you unit is going to be animated, make sure there is enough vertexes around the joint to bend with minimal distortion.
    110110 * Think Ahead! – Try to imagine how you would skin the model and use opacity maps where you can.
    111  * Backup – And if you have access to it backup all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP or RAR).
     111 * Backup – And if you have access to it backup all your work in the art SVN in case something bad happens to your computer – compressed please (ZIP, 7-Zip).
    112112
    113113----
     
    140140[[BR]]'''Exporting Collada models to use in 0 A.D.'''
    141141
    142 After 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.
     142After 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]]
     143
     1441. '''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]]
     1452. '''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]]
     1463. '''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.
    143147
    144148For 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]
    145149
    146150'''[[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]]
    147 1) Open the Collade (*.dae) file in Notepad [[BR]]
    148 2) Find the line `<diffuse>` [[BR]]
    149 3) Delete the entire `<diffuse>` element. It'll look something like this:[[BR]][[BR]] 
     1511. Open the Collade (*.dae) file in Notepad [[BR]]
     1522. Find the line `<diffuse>` [[BR]]
     1533. Delete the entire `<diffuse>` element. It'll look something like this:[[BR]][[BR]] 
    150154{{{#!xml
    151155<?xml version="1.0" encoding="utf-8"?>
     
    351355
    352356The base texture (affectionately named dude) looks like this:
    353 
    354 [[Image(dude_naked.jpg)]]
    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.
    357 
    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)]]
    361 
    362 Notice how the following images wrap and tile as you offset them:
    363 
    364 ||[[Image(image032.jpg)]][[BR]][[BR]][[BR]]||Torso tile now centered about the back rather than the Chest. ||
     357||= Image =||= Description =||
     358||[[Image(dude_naked.jpg)]][[BR]][[BR]][[BR]]||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. ||
     359||[[Image(dude_naked_quadrants.jpg)]][[BR]][[BR]][[BR]]|| To the left 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). ||
     360||[[Image(image032.jpg)]][[BR]][[BR]][[BR]]||Notice how the following images wrap and tile as you offset them:[[BR]] Torso tile now centered about the back rather than the Chest. ||
    365361||[[Image(image033.jpg)]][[BR]][[BR]][[BR]]||Here are the arms tiled and rotated 90 degrees to help visualization. ||
    366362||[[Image(image034.jpg)]][[BR]][[BR]][[BR]]|| Here are the legs tiled and rotated 90 degrees to help visualization. ||
    367363||[[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.||
    368 
    369 The goal is to eliminate the seams in our textures and this template will do that.
    370 
    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)]]
    374 
    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:
     364||[[Image(image036.jpg)]][[BR]][[BR]][[BR]]||The goal is to eliminate the seams in our textures and this template will do that.[[BR]][[BR]] 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.||
     365
     366[[BR]] [[BR]] Here are more resources:
     367* [https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/base_human_skins.zip​ Dude base human skin textures] A native american skin also exists.
     368* [https://trac.wildfiregames.com/attachment/wiki/ArtDesignDocument/dude_accesory.zip​ Dude accessories]
     369
     370In the dude accessories you will find a few examples of some things:
    376371
    377372 * necklines that line up
     
    380375 * sample boots
    381376 * sample belt
    382 
    383377 * sample shirt
    384378 * sample pants
     
    470464 * Starts and Stops – The animation must be played in cycles and they loop. The pose you start the animation with must be identical to the last frame (except for death animations). Your starting pose should also be the same or similar to those animations of the same type and class. This is to ensure the transition from a standing, to a fidget, to a walk, or an attack will appear seamless.
    471465 * File Formats: Save your original files. All animations will be exported with the COLLADA plugin for the game.
    472  * Backup – Backup all your work in the WFG art SVN in case something bad happens to your computer – compressed please (ZIP or RAR)
     466 * Backup – Backup all your work in the WFG art SVN in case something bad happens to your computer – compressed please (ZIP, 7-Zip)
    473467
    474468The key animation types are as follows: