Contract Mesh: Difference between revisions
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*AKA Mesh Contractor | *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 | *Type of freelancer: Looking for someone that does 3D models and their texturing for games specializing in low polygon count and efficient texturing |
Revision as of 19:12, 25 July 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
- 12288, as an example, is our limit for a vehicle exterior
- 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 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)
- Scales are published here https://docs.google.com/spreadsheets/d/1wp6IW0c6uK_N73CRSNbpPKGp2DsH26G3C-SerBHvAAA
Exporting x becomes -x, y becomes z, z becomes y