Contract Mesh: Difference between revisions
From Rise: The Vieneo Province
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*Type of freelancer: Looking for someone that does 3D models and their texturing for games specializing in low polygon count and efficient texturing | *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 | *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) with an origin on the axis of rotation | ||
*3 and 4 sided regular (convex) polygons... no concave! No N-gons! [[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 (13812, as an example, is our limit for a cockpit/interior) | *Emphasis on low polygon count (13812, as an example, is our limit for a cockpit/interior) | ||
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*Include UV coordinates and color/light textures | *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) | **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 | |||
***The smaller the textures are, the better chance they have of being maintained in the main CPU's secondary cache | |||
**Use square textures whenever possible | |||
***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") | **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 https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA] | *Scales are published here [https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA] |
Revision as of 16:28, 12 June 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) with an origin on the axis of rotation
- 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
- 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
- The smaller the textures are, the better chance they have of being maintained in the main CPU's secondary cache
- Use square textures whenever possible
- 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")
- Scales are published here https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA
Exporting x becomes -x, y becomes z, z becomes y