Contract Mesh: Difference between revisions

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[[Image:Axes.png|thumb|600px|right|Axes Orientation]]
*AKA Mesh Contractor
*Type of freelancer: Looking for someone that does 3D models and their texturing for games specializing in low polygon count and efficient texturing
*Deliverable is Wavefront OBJ file
*No rigging, this has to be done in our proprietary utility, but each part that can move preferably is it's own module (also referred to as a mesh group) with an origin on the axis of rotation
*3 and 4 sided regular (convex) polygons
** Concave is not allowed [[Image:ConvexConcave.jpg|thumb|right]]
** N-gons are not allowed
** Two edges cannot lie on the same vector
*Emphasis on low polygon count
**13812, as an example, is our limit for a cockpit/interior vertices
**12288, as an example, is our limit for a vehicle exterior vertices
**Easiest way is to make multiple instances of the same module (like a complicated chair that there are 3 copies of in the room)
*Include UV coordinates and color/light textures
**Materials are not supported so any color or transparency data has to be contained in the texture (for this reason windows need to have polygon and UV data)
**Keep the textures small [https://docs.microsoft.com/en-us/windows/win32/direct3d9/performance-optimizations#texture-size]
***The smaller the textures are, the better chance they have of being maintained in the main CPU's secondary cache
**Use power-of-two dimensions (eg. 128, 256, 512, 1024, 2048) to align better with the way the memory is allocated
**Use square textures whenever possible [https://docs.microsoft.com/en-us/windows/win32/direct3d9/performance-optimizations#texture-size]
***Textures whose dimensions are 256x256 are the fastest
**2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" (as opposed to "sub-object" or "element") or modules can share the same texture data (very flexible)
**Textures will repeat from left to right and top to bottom so the UV coordinates are allowed to go below 0 and above 1
** Exterior nameplate dynamic texture is 256x128 (fixed) so you can use as much or as little of it as you like
*Scales are published here [https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA]


3 and 4 sided regular (convex) polygons... no concave! [[Image:ConvexConcave.jpg|thumb|right]]
Exporting x becomes -x, y becomes z, z becomes y
 


[[Category:Development]]
[[Category:Development]]

Latest revision as of 16:11, 29 August 2021

Axes Orientation
  • AKA Mesh Contractor
  • Type of freelancer: Looking for someone that does 3D models and their texturing for games specializing in low polygon count and efficient texturing
  • Deliverable is Wavefront OBJ file
  • No rigging, this has to be done in our proprietary utility, but each part that can move preferably is it's own module (also referred to as a mesh group) with an origin on the axis of rotation
  • 3 and 4 sided regular (convex) polygons
    • Concave is not allowed
    • N-gons are not allowed
    • Two edges cannot lie on the same vector
  • Emphasis on low polygon count
    • 13812, as an example, is our limit for a cockpit/interior vertices
    • 12288, as an example, is our limit for a vehicle exterior vertices
    • Easiest way is to make multiple instances of the same module (like a complicated chair that there are 3 copies of in the room)
  • Include UV coordinates and color/light textures
    • Materials are not supported so any color or transparency data has to be contained in the texture (for this reason windows need to have polygon and UV data)
    • Keep the textures small [1]
      • The smaller the textures are, the better chance they have of being maintained in the main CPU's secondary cache
    • Use power-of-two dimensions (eg. 128, 256, 512, 1024, 2048) to align better with the way the memory is allocated
    • Use square textures whenever possible [2]
      • Textures whose dimensions are 256x256 are the fastest
    • 2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" (as opposed to "sub-object" or "element") or modules can share the same texture data (very flexible)
    • Textures will repeat from left to right and top to bottom so the UV coordinates are allowed to go below 0 and above 1
    • Exterior nameplate dynamic texture is 256x128 (fixed) so you can use as much or as little of it as you like
  • Scales are published here https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA
Exporting x becomes -x, y becomes z, z becomes y