Awesome! We could even put your notes into the doc manager (as I've already did one of yours).
Also, dsdevguild\docs contains some of our docs for doing things. There is also a ds_dev_info.txt that Ron and I have been filling that contains info from the forums.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Textures sould be in Photoshop format (.psd)in Bitmap mode.
32 bit, (24bit + Alpha channel, I use Targa file format for my alpha channels).
___________________________________________
Polygon counts for some items-
Land textures sould be tilable in 90 degrees.
Wall textures sould tile in 180 degrees.
Character maps sould be 600-700 polygons
Weapons maps sould be 20-200 polygons.
Main Monsters sould be 2000-6000 polygons.
__________________________________________
Terrain textures sould be 256 x 256 pixels
or 128 x 128, or 64 x 64, remember smaller is better!(You can get 4 different textures at 64 x 64 versus 1 texture at 256 x 256)
All the textures in a scene sould not excede 4 MB total!!
a full scene of landscape should average between 5000-10000 polygons (not including trees,shrubery,rocks,and other items)
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The Polygon counts I mentioned for Characters, Weapons, Monsters...are the Polygon count of the individual meshes! NOT the texture maps on these items!
Sorry about that, I'm still getting used to posting!
Ron
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Basically a tilable texture is one which when duplicted across a surface would not leave a telltale pattern.
Note: textures should be as small as possible, and still cover there respective node(a node is a local area of between 1-1000 faces/polygons)well without breaking down. They should be in increments of 8,ie;8x8,16x16,32x32,64x64,128x128,...with the max size being 256x256!
Process:
In Photoshop...
-Select all of your finished texture.
-Select, Filter/Other/Offset
-In the offset filter dialog, set to wraparound with a size setting different than the actual texture size you started with. you sould notice boundries as the edges of your texture wraps around in the view (try several different values, they dont have to be in increments of 8 like the actual textures). Select the example when these boundry lines are near center of the image!
-In your image now you sould see these boundrys, use the stamp tool to eliminate these edges. Then check again with the wraparound set at a different value! If no edges are aparent then your texture is now tilable!
-Do a rotate image of 90 degrees either CW, or CCW. Check the Wraparound again. Then rotate the image 90 degrees in the oposite direction, and check again!
If your edges are good in all views, then you have created a 90 degree tilable texture (this texture is for use on floor/ground nodes)!
For walls, you would need to rotate the texture 180 degrees, and check!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
(I had to edit his original post, so it was deleted and added back. This post was from Ron.)
Hi guys,
Model development is going at its usual snail pace...I think its time to organize our art team, and start to crank out some stuff!!
Here is the list of artists in our Guild as it sits now...(I have included all interested in any form of art work)...
Charles McCann <charlesmccann@yahoo.com>
Joe Bell <computerguruami@hotmail.com>
KC <fountain26@aol.com>
Jeromiah Prentice <urbanlegendary@hotmail.com>
Jeremy <jeremyknudsen@hotmail.com>
Please let me know if you also want ot be included in art development...just send me the following info please...
Name/e-mail
software currently used. (doesnt have to be registered, we arent making any money on this one)
Interests in art...modeling,3D vs 2D, textures, designs, concepts, etc...
Thanks!
Ron Norton "ronnorton@suscom-maine.net";
Guild Art Director
Dungeon Siege Developers Guild (DSDG)
"www.suscom-maine.net/~ronnorton"
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hello everyone,
In this section I will post relavent info on modeling! Also I will monitor this thread and answer any questions I can.
Awesome! We could even put your notes into the doc manager (as I've already did one of yours).
Also, dsdevguild\docs contains some of our docs for doing things. There is also a ds_dev_info.txt that Ron and I have been filling that contains info from the forums.
Textures sould be in Photoshop format (.psd)in Bitmap mode.
32 bit, (24bit + Alpha channel, I use Targa file format for my alpha channels).
___________________________________________
Polygon counts for some items-
Land textures sould be tilable in 90 degrees.
Wall textures sould tile in 180 degrees.
Character maps sould be 600-700 polygons
Weapons maps sould be 20-200 polygons.
Main Monsters sould be 2000-6000 polygons.
__________________________________________
Terrain textures sould be 256 x 256 pixels
or 128 x 128, or 64 x 64, remember smaller is better!(You can get 4 different textures at 64 x 64 versus 1 texture at 256 x 256)
All the textures in a scene sould not excede 4 MB total!!
a full scene of landscape should average between 5000-10000 polygons (not including trees,shrubery,rocks,and other items)
The Polygon counts I mentioned for Characters, Weapons, Monsters...are the Polygon count of the individual meshes! NOT the texture maps on these items!
Sorry about that, I'm still getting used to posting!
Ron
Basically a tilable texture is one which when duplicted across a surface would not leave a telltale pattern.
Note: textures should be as small as possible, and still cover there respective node(a node is a local area of between 1-1000 faces/polygons)well without breaking down. They should be in increments of 8,ie;8x8,16x16,32x32,64x64,128x128,...with the max size being 256x256!
Process:
In Photoshop...
-Select all of your finished texture.
-Select, Filter/Other/Offset
-In the offset filter dialog, set to wraparound with a size setting different than the actual texture size you started with. you sould notice boundries as the edges of your texture wraps around in the view (try several different values, they dont have to be in increments of 8 like the actual textures). Select the example when these boundry lines are near center of the image!
-In your image now you sould see these boundrys, use the stamp tool to eliminate these edges. Then check again with the wraparound set at a different value! If no edges are aparent then your texture is now tilable!
-Do a rotate image of 90 degrees either CW, or CCW. Check the Wraparound again. Then rotate the image 90 degrees in the oposite direction, and check again!
If your edges are good in all views, then you have created a 90 degree tilable texture (this texture is for use on floor/ground nodes)!
For walls, you would need to rotate the texture 180 degrees, and check!
Also see the tutorial on Terrain Textures by Peasley for tilable textures, and creating a four sided tilable texture!...
http://www.gamasutra.com/features/20011024/peasley_01.htm
and check out the forums in the developers category at "Planet Dungeon Siege"
Check out PegLeg's comments...lots of very good stuff!
If anyone needs specific textures, I'm a graphic designer and can do this in my sleep. :)
(I had to edit his original post, so it was deleted and added back. This post was from Ron.)
Hi guys,
Model development is going at its usual snail pace...I think its time to organize our art team, and start to crank out some stuff!!
Here is the list of artists in our Guild as it sits now...(I have included all interested in any form of art work)...
Charles McCann <charlesmccann@yahoo.com>
Joe Bell <computerguruami@hotmail.com>
KC <fountain26@aol.com>
Jeromiah Prentice <urbanlegendary@hotmail.com>
Jeremy <jeremyknudsen@hotmail.com>
Please let me know if you also want ot be included in art development...just send me the following info please...
Name/e-mail
software currently used. (doesnt have to be registered, we arent making any money on this one)
Interests in art...modeling,3D vs 2D, textures, designs, concepts, etc...
Thanks!
Ron Norton "ronnorton@suscom-maine.net";
Guild Art Director
Dungeon Siege Developers Guild (DSDG)
"www.suscom-maine.net/~ronnorton"