Contract Mesh: Difference between revisions
From Rise: The Vieneo Province
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*No rigging, this has to be done in our proprietary utility, but each part that can move preferably is it's own module | *No rigging, this has to be done in our proprietary utility, but each part that can move preferably is it's own module | ||
*3 and 4 sided regular (convex) polygons... no concave! [[Image:ConvexConcave.jpg|thumb|right]] | *3 and 4 sided regular (convex) polygons... no concave! [[Image:ConvexConcave.jpg|thumb|right]] | ||
* | *Emphasis on low polygon count (~6000 as an example for a cockpit/interior) | ||
*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" | *2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module" | ||
Revision as of 18:04, 12 November 2019
- Type of freelancer: Looking for someone that does 3D models and texturing/skinning 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
- 3 and 4 sided regular (convex) polygons... no concave!

- Emphasis on low polygon count (~6000 as an example for a cockpit/interior)
- Include UV coordinates and color/light textures
- 2048x2048 maximum resolution for texture data but you can have different texture per "group" or "module"
- Scales are published here https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA
Exporting x becomes -x, y becomes z, z becomes y