Contract Mesh: Difference between revisions
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**Keep the textures small [https://docs.microsoft.com/en-us/windows/win32/direct3d9/performance-optimizations#texture-size] | **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 | ***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] | **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 | ***Textures whose dimensions are 256x256 are the fastest |
Revision as of 15:29, 3 May 2021
- 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
- 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 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