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 Modeling/Texturing

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~sciocont
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PostSubject: Modeling/Texturing   Mon Dec 20, 2010 10:00 pm

Okay, I know we have a few 3d modelers and texture artists onboard, so I think it's about time we made a list of assets that need to be modeled/ textured. So far I can't think of much, but here's the list. Feel free to help add on to it.

Assets to be Modeled

-Rocks (stuff found on the ground, such as boulders and the likes)

-asteroids (large, small)

-Mineral formations* (crystals, etc)

-stilactites/stilagmites (also any other odd ocks for caves)

-Function Parts for TE


Textures

Textures for these things will be needed- please makre them as hight quality as possible- they can always be downsized.

-ground texturesABC

-sky texturesB

-textures for modeled assetsBC

-lightning, clouds, atmospheric phenomenaB


Creature/Tech Textures

We don't yet know exactly how we are going to wrap textures onto creatures, so we should hold off on making them any dedicated texture maps. Techs should be colored by their makers.

*real ones, please- don't make up your own
A make tilable
B make available in grayscale and in color
C include normal map/bump map

Info on Texturing

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Djohaal
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PostSubject: Re: Modeling/Texturing   Mon Dec 20, 2010 10:43 pm

I wonder if for asteroids we couldn't use a procedural generator? Think about the bloat factor "Every single asteroid in the universe is unique"

I think skies should be postponed until we decide what sky model the graphics engine will use. Some newer stuff allows for really stunning sunsets and such stuff would be wasted.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 4:11 am

So we have no polygon limit yet? Should we say 2000 poli's max for our rock and crystal formations? That offers high quality and can always be reduced later.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 11:27 am

Gotrol wrote:
So we have no polygon limit yet? Should we say 2000 poli's max for our rock and crystal formations? That offers high quality and can always be reduced later.
Try to keep them pretty low poly- good texture mapping can make a world of a difference.

As for skies- yes, it does depend on what engine we're using. I kind of forgot about that. We'll probably only need a few different asteroids, I'm guessing players won't be exploring them tooo thoroughly.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 12:15 pm

Allright, how about a limit of... 50 polys per formation. That should keep optimising.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 2:58 pm

Gotrol wrote:
Allright, how about a limit of... 50 polys per formation. That should keep optimising.
50 recommended, 200 max.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 3:13 pm

Keep in mind that with the proper tools you can optmize a high poly model into a low poly one with ease.
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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 4:02 pm

Djohaal wrote:
Keep in mind that with the proper tools you can optmize a high poly model into a low poly one with ease.
You can also make a low-poly model higher poly with subdivision and smoothing, etc.

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 4:29 pm

~sciocont wrote:
Djohaal wrote:
Keep in mind that with the proper tools you can optmize a high poly model into a low poly one with ease.
You can also make a low-poly model higher poly with subdivision and smoothing, etc.

Continous detail, yes, but not fine detail like a textured surface that looks like a keyboard magically turn into a keyboard.
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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 6:08 pm

One question, what format should our models be in, or we still dont know because we have no engine?

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PostSubject: Re: Modeling/Texturing   Tue Dec 21, 2010 7:37 pm

Gotrol wrote:
One question, what format should our models be in, or we still dont know because we have no engine?
I really don't know, but most modelers can save in a varety of formats.

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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 8:50 am

For instance extentions like .lom need porting to work under directx, so it may get confusing between different versions of 3dsmax and other programs not exporting right. It wouldnt hurt to do the models now anyways, just that we need to decide what are the requisites for the final model.


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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 11:16 am

quick question
We can use blender as the modeling program right?
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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 11:23 am

I've never used it before, but, as long as it has at least some crossover formats with 3dsmax (as I assume this is what most people use) it will be fine.

http://www.file-extensions.org/3d-studio-max-file-extensions

A list of formats (extentions) from 3dsmax for you.

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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 11:27 am

It can export as a .3ds file which is the main one for 3d Studio Max
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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 11:38 am

Then, by all means, go ahead and use it. its good stuff then!

(50 polys is ideal remember! )

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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 11:45 am

50 POLYS GOT IT
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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 3:00 pm

Blender is a good choice, since it's free. Personally, I use sketchup, which normally only exports .skp files, but i can modify them to be collada files, which are read by pretty much everyhting.

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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 3:27 pm

thats why i picked blender Freedom!!
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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 5:06 pm

I use sketchup too, but for anything more serious its 3dsmax for me =)

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PostSubject: Re: Modeling/Texturing   Wed Dec 22, 2010 7:55 pm

Gotrol wrote:
I use sketchup too, but for anything more serious its 3dsmax for me =)
A little expensive for me. I rely on the internet to give me free stuff (legally, of course: I'm not into piracy- people should get what they seek when they create something good.)

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PostSubject: Re: Modeling/Texturing   Thu Dec 23, 2010 4:48 am

You are absolutely right, I like free stuff too!

3dsmax is one of those programs you pick once for a very loooong time! Thats why is stick to it

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PostSubject: Re: Modeling/Texturing   Thu Dec 23, 2010 2:57 pm

Quote :
which are read by pretty much everyhting.

Be aware that openGL has no mesh importer. It will all need to be hard coded. Someone will have to write a serious parser.
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PostSubject: Re: Modeling/Texturing   Fri Dec 24, 2010 12:29 pm

Sooo... yea, no DirectX for us, ahhaha should've guessed that before.

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PostSubject: Re: Modeling/Texturing   Fri Dec 24, 2010 3:28 pm

roadkillguy wrote:
Quote :
which are read by pretty much everyhting.

Be aware that openGL has no mesh importer. It will all need to be hard coded. Someone will have to write a serious parser.
Thanks for the heads up. I'd think someone would have written one for openGL before us though. It seems like a very useful thing. Talk to Bashi about it.

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