Art

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<h1> <span class="mw-headline"> Art - Reference </span></h1>
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[[A Guide for Artists]]
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If you are an artist and want to join/help our project, this article will mostly cover creating 3D-models and textures.<br>
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However there is almost always a need for more artists, so have a look around for other tasks you can do!
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  There is an <b>upload form</b> for files (art,patches..) available :<br>
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[http://ghoulsblade.schattenkind.net/iris/upload.php]
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* ~TODO add [http://www.mediawiki.org/wiki/Extension:Anysite Anysite Extension] to embed upload page?
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<h1> <span class="mw-headline"> Statics </span></h1>
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<b>Specifications for 3D-Models:</b>
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<pre>3D-Models:
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Walls/Windows/Stairs etc.: ~12-100 Triangles
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Statues: ~300-1500  Triangles
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Tables/Chests: ~100  Triangles
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LOD creation rules:
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Every object above 300 Triangles must have at least two LODs (LOD0 and LOD1) with LOD1 around 150 triangles. 
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reduce material IDs. more important than removing polygons is the reduction of material ids on your objects.
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Ideally the last LOD has only one render material ID assigned.
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The difference in polygons from one LOD to the next step should be around 50% (1200 - 600 - 300).
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Textures:
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Size: ~512x512 (but can be any Size ... think of using one Texture for more Models using UVM)
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Format: tga/dds/png
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24-bit truecolor images with an 8-bit alpha channel
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</pre>
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<b>Examples</b>:<br>
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Download: [http://sience.schattenkind.net/box_orientation.zip box_orientation.zip]<br>
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*The Box is 1 Tile size.
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Before you export to <i>ogre.mesh</i>, you have to apply:
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** 90° X rotation
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<i>NOTE: Some exporters, such as OgreMax, allow up-axis setting for exporting to mesh file.</i>
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*** <b>Iris2 uses Z-Axis as "up".</b>
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* <b>Ogre default is Y-Axis.</b>
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<table class="gallery" cellpadding="0" cellspacing="0">
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<tbody><tr>
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<td><div class="gallerybox" style="width: 155px;">
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<div class="thumb" style="padding: 35px 0pt; width: 150px;"><div style="margin-left: auto; margin-right: auto; width: 120px;"><a href="http://www.iris2.de/index.php/File:Screenshot_box_orientation.jpg" class="image" title="Screenshot box orientation.jpg"><img alt="" src="art_files/120px-Screenshot_box_orientation.html" height="75" width="120" border="0"></a></div></div>
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<div class="gallerytext">
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orientation box
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</div>
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</div></td>
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<td><div class="gallerybox" style="width: 155px;">
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<div class="thumb" style="padding: 26px 0pt; width: 150px;"><div style="margin-left: auto; margin-right: auto; width: 120px;"><a href="http://www.iris2.de/index.php/File:Milkshape_90x_rotation.jpg" class="image" title="Milkshape 90x rotation.jpg"><img alt="" src="art_files/120px-Milkshape_90x_rotation.html" height="94" width="120" border="0"></a></div></div>
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<div class="gallerytext">
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90° X rotation before export
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</div>
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</div></td>
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<td><div class="gallerybox" style="width: 155px;">
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<div class="thumb" style="padding: 35px 0pt; width: 150px;"><div style="margin-left: auto; margin-right: auto; width: 120px;"><a href="http://www.iris2.de/index.php/File:Elven_chair.jpg" class="image" title="Elven chair.jpg"><img alt="" src="art_files/120px-Elven_chair.html" height="75" width="120" border="0"></a></div></div>
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<div class="gallerytext">
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after export (ingame)
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</div>
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</div></td>
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</tr>
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</tbody></table>
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<br>
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<h3> <span class="mw-headline"> Which Models/Meshes do we need for 3D? </span></h3>
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please see
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* <a href="http://www.iris2.de/index.php/Model_Hotlist" title="Model Hotlist">Model <b style="color: black; background-color: rgb(160, 255, 255);">Hotlist</b></a>
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* [http://ghoulsblade.schattenkind.net/iris/irisarttool/ iris art tool (webapp)]
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Furthermore:
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If you create a directory with the name missing next to the iris binary
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(ie. c:\games\iris2\bin\missing )
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and put "gDumpMissingModels = true" into you config.lua, iris will dump
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every missing art as a png (TILEID.png) into the missing directory
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during gameplay or offline mode.
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<br>
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<h3> <span class="mw-headline"> How to test your new 3D-models </span></h3>
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Static 3D-Models:
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<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>
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* Put any new Textures to <b>\data\custom\textures\</b>
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* Put any new Materials to <b>\data\custom\materials\</b>.
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</li></ol>
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You can find more information here:
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* [http://www.iris2.de/forums/viewtopic.php?t=1061] tips for blender
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<br>
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<h3> <span class="mw-headline"> rendering of half transparent Textures </span></h3>
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* [[3D_rendering_of_half_transparent_Textures 3D rendering of half transparent Textures]]<br>
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<br>
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<h1> <span class="mw-headline"> Terrain </span></h1>
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<b>Specs for Groundtextures:</b>
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<pre>Size: 1024x1024pixel
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Format: tga/dds/png
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24-bit truecolor images (groundtextures don't need an alpha ch.)
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</pre>
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Originally Iris2 loads Groundtextures from original UO data
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(Texmap.mul), so it's not legal to create modifications of those, they
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have to be replaced by completely new highres Groundtextures.<br>
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Groundtextures are definded into Tilesets (grass, forest Tilesets)
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which also have transitiontiles from grass to other types (dirt or
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mountain). Therefor we wrote an new TerrainShader that uses splatting
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textures.<br>
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Now, we only need ONE Groundtexture for each Tileset.
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  <br>
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<b>You can find more information here :</b>
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* [[Ground_Textures Ground Textures]]
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<br>
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<h1> <span class="mw-headline"> 3D Editor Exporter / Tools </span></h1>
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<h3> <span class="mw-headline"> 3D Studio Max </span></h3>
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Exporter:
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*[http://www.ofusiontechnologies.com/downloads.html oFusion Community Edition 1.8.6 for Max 7/8/9]
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** Explanation: [http://www.ofusiontechnologies.com/exporter.html]
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* Forum for this exporter: [http://www.ogre3d.org/addonforums/viewtopic.php?t=5024]
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<br>
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<h3> <span class="mw-headline"> Blender  </span></h3>
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Exporter:<br>
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[http://sfz.schattenkind.net/wiki/index.php/HowToExportFromBlender Tutorial, How To Export Models from Blender to Ogre *.mesh]<br>
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  (A tip by suwing, see : [http://www.iris2.de/forums/viewtopic.php?t=1061%7CArtist Iris2 guidelines] for more info)
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** 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).
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** Before export your item go in editing mode, select your item and press "w" and "flip normal" to a good ingame visual.
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<br>
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<h3> <span class="mw-headline"> Ogre3D Radiant </span></h3>
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Tool:<br>
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[http://www.duskengine.de/index.php?option=com_ionFiles&func=download&Itemid=1]
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  <br>
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<h3> <span class="mw-headline"> Silo </span></h3>
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Tool:<br>
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[http://www.nevercenter.com/download/]
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<br><br>
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<h1> <span class="mw-headline"> Texture Samples </span></h1>
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* [[Direct_Draw_Surface_%28DDS%29 Direct Draw Surface (DDS)]] - howto use DDS Texture compression
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* [[DDSLinuxGimpHowto DDSLinuxGimpHowto]]
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For inspiration visit my [http://ghoulsblade.schattenkind.net/photos.php? Ghoulys photo collection]
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* [http://ghoulsblade.schattenkind.net/photos.php?subdir=data photos for ground textures] (some are already made to be tilable)
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* Info about a [[Texture_Atlas Texture_Atlas]] we use for all our Object Textures.
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* more links to textures on
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<h1> <span class="mw-headline"> gui/hud </span></h1>
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(things like window frames made of wood,metall,... , icons for buttons...)
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* später : ChatNoirs von [http://www.arvum-shard.de/] wäre evtl bereit bissl hübsches 2d zeugs für uns zu machen.
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* 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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Current revision as of 19:23, 18 November 2011

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