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= Art - Reference = If you are an artist and want to join/help our project, this article will mostly cover creating 3D-models and textures.<br> However there is almost always a need for more artists, so have a look around for other tasks you can do! '''There is an <b>upload form</b> for files (art,patches..) available :''' http://ghoulsblade.schattenkind.net/iris/upload.php * ~TODO add [http://www.mediawiki.org/wiki/Extension:Anysite Anysite Extension] to embed upload page? == Specifications for Static 3D-Models == '''3D-Models:''' * Walls/Windows/Stairs etc.: ~12-100 Triangles * Statues: ~300-1500 Triangles * Tables/Chests: ~100 Triangles '''LOD creation rules:''' Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles. reduce material IDs. more important than removing polygons is the reduction of material ids on your objects. Ideally the last LOD has only one render material ID assigned. The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300). '''Textures:''' * Size: ~512x512 (but can be any Size ... think of using one Texture for more Models using UVM) * Format: tga/dds/png * 24-bit truecolor images with an 8-bit alpha channel '''Sample:''' Download: [http://sience.schattenkind.net/box_orientation.zip box_orientation.zip]<br> * The Box is 1 Tile size. Before you export to <i>ogre.mesh</i>, you have to apply: * 90° X rotation '''NOTE:''' Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i> * <b>Iris2 uses Z-Axis as "up".</b> * <b>Ogre default is Y-Axis.</b> <gallery> Image:Screenshot_box_orientation.jpg|box_orientation </gallery> === Which Models/Meshes do we need for 3D? === please see * [http://iris2.de/index.php/Item_Model_List Model Hotlist] * [http://ghoulsblade.schattenkind.net/iris/irisarttool/ Iris2 Art Tool (webapp)] Furthermore: If you create a directory with the name missing next to the iris binary (ie. c:\games\iris2\bin\missing ) and put "gDumpMissingModels = true" into you config.lua, iris will dump every missing art as a png (TILEID.png) into the missing directory during gameplay or offline mode. <br> <h3> <span class="mw-headline"> How to test your new 3D-models </span></h3> Static 3D-Models: <ol><li> After this, place your item with correct namebuild in <b>\data\custom\models\</b> directory.<br>Namebuild: <b>mdl_00(tileid).mesh</b> * Put any new Textures to <b>\data\custom\textures\</b> * Put any new Materials to <b>\data\custom\materials\</b>. </li></ol> You can find more information here: * [http://www.iris2.de/forums/viewtopic.php?t=1061] tips for blender <br> <h3> <span class="mw-headline"> rendering of half transparent Textures </span></h3> * [[3D_rendering_of_half_transparent_Textures 3D rendering of half transparent Textures]]<br> <br> <h1> <span class="mw-headline"> Terrain </span></h1> <b>Specs for Groundtextures:</b> <pre>Size: 1024x1024pixel Format: tga/dds/png 24-bit truecolor images (groundtextures don't need an alpha ch.) </pre> Originally Iris2 loads Groundtextures from original UO data (Texmap.mul), so it's not legal to create modifications of those, they have to be replaced by completely new highres Groundtextures.<br> Groundtextures are definded into Tilesets (grass, forest Tilesets) which also have transitiontiles from grass to other types (dirt or mountain). Therefor we wrote an new TerrainShader that uses splatting textures.<br> Now, we only need ONE Groundtexture for each Tileset. <br> <b>You can find more information here :</b> * [[Ground_Textures Ground Textures]] <br> <h1> <span class="mw-headline"> 3D Editor Exporter / Tools </span></h1> <h3> <span class="mw-headline"> 3D Studio Max </span></h3> Exporter: *[http://www.ofusiontechnologies.com/downloads.html oFusion Community Edition 1.8.6 for Max 7/8/9] ** Explanation: [http://www.ofusiontechnologies.com/exporter.html] * Forum for this exporter: [http://www.ogre3d.org/addonforums/viewtopic.php?t=5024] <br> <h3> <span class="mw-headline"> Blender </span></h3> Exporter:<br> [http://sfz.schattenkind.net/wiki/index.php/HowToExportFromBlender Tutorial, How To Export Models from Blender to Ogre *.mesh]<br> (A tip by suwing, see : [http://www.iris2.de/forums/viewtopic.php?t=1061%7CArtist Iris2 guidelines] for more info) ** Get [http://ghoulsblade.schattenkind.net/ogre/OgreBlenderExport_v1.4.0_prefixpatch.zip Blender Exporter v1.4.0 + PrefixPatch] or [http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922 Latest Blender Export Script] to take meshes from Blender to Ogre XML. Requires the use of the OgreXMLConverter contained in the [http://downloads.sourceforge.net/ogre/OgreCommandLineTools_v1.4.0.msi?download OgreCommandLineTools_v1.4.0.msi] to turn the XML (item.mesh.xml) into a runtime binary mesh (item.mesh). ** Before export your item go in editing mode, select your item and press "w" and "flip normal" to a good ingame visual. <br> <h3> <span class="mw-headline"> Ogre3D Radiant </span></h3> Tool:<br> [http://www.duskengine.de/index.php?option=com_ionFiles&func=download&Itemid=1] <br> <h3> <span class="mw-headline"> Silo </span></h3> Tool:<br> [http://www.nevercenter.com/download/] <br><br> <h1> <span class="mw-headline"> Texture Samples </span></h1> * [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression * [[DDSLinuxGimpHowto DDSLinuxGimpHowto]] For inspiration visit my [http://ghoulsblade.schattenkind.net/photos.php? Ghoulys photo collection] * [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable) * Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures. * more links to textures on <h1> <span class="mw-headline"> gui/hud </span></h1> (things like window frames made of wood,metall,... , icons for buttons...) * später : ChatNoirs von [http://www.arvum-shard.de/] wäre evtl bereit bissl hübsches 2d zeugs für uns zu machen. * later: chat noirs of [http://www.arvum-shard.de/] possibly ready bissl 2d would be nice to do stuff for us. (Google Translated)
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