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. |
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. |
| 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]] |
| 143 | |
| 144 | 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]] |
| 145 | 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]] |
| 146 | 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. |
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. || |
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 | |
| 370 | In the dude accessories you will find a few examples of some things: |