|
|
| Line 2: |
Line 2: |
| | | | |
| | On the page [[A Guide for Artists]] Corastin is currently working on tutorials to help motivated artists to understand Iris 2 with the eyes of a game designer and how to contribute to this fantastic project. | | On the page [[A Guide for Artists]] Corastin is currently working on tutorials to help motivated artists to understand Iris 2 with the eyes of a game designer and how to contribute to this fantastic project. |
| - |
| |
| - | = Static 3D-Tiles Specifications =
| |
| - |
| |
| - | '''3D-Tile:'''
| |
| - | * Walls/Windows/Stairs etc.: ~12-100 Triangles
| |
| - | * Statues: ~300-1500 Triangles
| |
| - | * Tables/Chests: ~100 Triangles
| |
| - |
| |
| - |
| |
| - | '''LOD creation rules:'''
| |
| - | Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles.
| |
| - | reduce material IDs. more important than removing polygons is the reduction of material ids on your objects.
| |
| - | Ideally the last LOD has only one render material ID assigned.
| |
| - | The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300).
| |
| - |
| |
| - |
| |
| - | '''Textures:'''
| |
| - | * Size: ~512x512 (but can be any Size ... think of using one Texture for more than one 3D-Tile using UVM)
| |
| - | * Format: tga/dds/png
| |
| - | * 24-bit truecolor images with an 8-bit alpha channel
| |
| - |
| |
| - |
| |
| - | '''Sample:'''
| |
| - |
| |
| - | Download: [http://sience.schattenkind.net/box_orientation.zip box_orientation.zip]<br>
| |
| - |
| |
| - | * The Box is 1 Tile size.
| |
| - |
| |
| - |
| |
| - | Before you export to <i>ogre.mesh</i>, you have to apply:
| |
| - |
| |
| - | * 90° X rotation
| |
| - |
| |
| - |
| |
| - | '''NOTE:''' Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i>
| |
| - |
| |
| - | * <b>Iris2 uses Z-Axis as "up".</b>
| |
| - | * <b>Ogre default is Y-Axis.</b>
| |
| - |
| |
| - | <gallery>
| |
| - | Image:Screenshot_box_orientation.jpg|box_orientation
| |
| - | </gallery>
| |
| - |
| |
| - |
| |
| - | == What Static 3D-Tiles do we need? ==
| |
| - |
| |
| - | This is the most important Tool for artists to verfiy what is needed and what is already available!
| |
| - | * [[Item Model List]] and [[Walls]]
| |
| - | * [http://ghoulsblade.schattenkind.net/iris/irisarttool/ Iris2 Art Tool] which lists models and how often they occur Ingame.
| |
| - |
| |
| - |
| |
| - | '''Furthermore:'''
| |
| - | If you create a directory with the name missing next to the iris binary
| |
| - | (ie. c:\games\iris2\bin\missing )
| |
| - | and put "gDumpMissingModels = true" into you config.lua, iris will dump
| |
| - | every missing art as a png (TILEID.png) into the missing directory
| |
| - | during gameplay or offline mode.
| |
| - | <br>
| |
| - |
| |
| - | = 3D-Character Model Specifications =
| |
| - |
| |
| - | == Sample 3D-Character Models ==
| |
| - | Lich Model
| |
| - | * http://sience.schattenkind.net/FreeLichModel_Ogre14.zip
| |
| - |
| |
| - | more Custom Models
| |
| - | * http://sience.schattenkind.net/customchars.zip
| |
| - |
| |
| - | <gallery>
| |
| - | Image:20080325142752_641.jpg|custom Sword
| |
| - | Image:20080325142851_234.jpg|custom Sword
| |
| - | </gallery>
| |