Contract Mesh: Difference between revisions

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*Deliverable is Wavefront OBJ file
*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)
*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)
*3 and 4 sided regular (convex) polygons... no concave! No Ngons! [[Image:ConvexConcave.jpg|thumb|right]]
*3 and 4 sided regular (convex) polygons... no concave! No N-gons! [[Image:ConvexConcave.jpg|thumb|right]]
*Emphasis on low polygon count (~6000 as an example for a cockpit/interior)  
*Emphasis on low polygon count (13812, as an example, is our limit for a cockpit/interior)
**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
*Include UV coordinates and color/light textures
*2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" (as opposed to "sub-object" or "element")
*2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" (as opposed to "sub-object" or "element")

Revision as of 20:44, 13 March 2020

  • 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)
  • 3 and 4 sided regular (convex) polygons... no concave! No N-gons!
  • Emphasis on low polygon count (13812, as an example, is our limit for a cockpit/interior)
    • 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
  • 2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" (as opposed to "sub-object" or "element")
  • Scales are published here https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA


Exporting x becomes -x, y becomes z, z becomes y