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hpl3:tutorials:basic_modeling [2012/02/17 08:55]
thomas [Modeling - Outsourcer's Tutorial]
hpl3:tutorials:basic_modeling [2012/02/17 08:58]
thomas [Creation of Graphics]
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 ==== Introduction ==== ==== Introduction ====
-This tutorial was written for anybody working on the project and details the outlines used when creating the game. Much of this is suggestions,​ like specual ​should have half width and height, and so on. Still it should be pretty valuable for anybody wanting to do their own models and all of the guidelines are meant to make life easier and increase in-game performance.+This tutorial was written for anybody working on the project and details the outlines used when creating the game. Much of this is suggestions,​ like specular ​should have half width and height, and so on. Still it should be pretty valuable for anybody wanting to do their own models and all of the guidelines are meant to make life easier and increase in-game performance.
  
 ==== Creation of Graphics ==== ==== Creation of Graphics ====
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-**Diffuse** ​ +**Diffuse**\\ 
- +Size: Normal.\\ 
- +File format: dds, dxt5.\\ 
-Size: Normal. +Suffix: None.\\ 
- +This is simply the color and is needed for pretty much all materials.
- +
-File format: dds, dxt5. +
- +
- +
-Suffix: None. +
- +
- +
-This is simply the color and is needed for as good as all material. +
- +
- +
-**Normal map**  +
- +
- +
-Size: Normal. +
- +
- +
-File format: dds, 3dc.  +
- +
- +
-Suffix: “nrm”.+
  
  
 +**Normal map** \\
 +Size: Normal.\\
 +File format: dds, 3dc. \\
 +Suffix: “nrm”.\\
 The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though (3dc)! The normal map for the material and uses the standard format rgb = xyz and is in tangent space. Note that this needs to be converted to a format of XY only though (3dc)!
  
  
-**Specular map**  +**Specular map**\\  
- +Size: Half of diffuse\\ 
- +File format: dds, dxt5.\\ 
-Size: Half of diffuse +Suffix: “spec”.\\
- +
- +
-File format: dds, dxt5. +
- +
- +
-Suffix: “spec”. +
- +
 The specular map handles the specular intensity and power for each pixel. The intensity uses the R,G and B channel and the power in the Alpha channel. The specular map handles the specular intensity and power for each pixel. The intensity uses the R,G and B channel and the power in the Alpha channel.
 Intensity sets the amount of specularity (for each color channel) applied to a pixel, the higher value of the channel, the higher intensity. Intensity sets the amount of specularity (for each color channel) applied to a pixel, the higher value of the channel, the higher intensity.
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-**Alpha** ​ +**Alpha** ​\\ 
- +Size: Normal\\ 
- +File format: tga, single channel (greyscale).\\ 
-Size: Normal +Suffix: “alpha”.\\
- +
- +
-File format: tga, single channel (greyscale). +
- +
- +
-Suffix: “alpha”. +
- +
 Sets the alpha for each texture and for any lit surface this is a simply 0 or 1 decision per pixel since a lit pixel can never be half transparent,​ only fully visible or invisible. Sets the alpha for each texture and for any lit surface this is a simply 0 or 1 decision per pixel since a lit pixel can never be half transparent,​ only fully visible or invisible.
  
  
-**Height map**  +**Height map** \\ 
- +Size: Half of diffuse\\ 
- +File format: tga, single channel (greyscale).\\ 
-Size: Half of diffuse +Suffix: “height”.\\
- +
- +
-File format: tga, single channel (greyscale). +
- +
- +
-Suffix: “height”. +
- +
 Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it. Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it.
  
  
-**Illumination map**  +**Illumination map** \\ 
- +Size: Half of diffuse\\ 
- +File format: dds, dxt1.\\ 
-Size: Half of diffuse +Suffix: “illum”.\\
- +
- +
-File format: dds, dxt1. +
- +
- +
-Suffix: “illum”. +
- +
 This map will be added additively on top of the model when rendering and will not be affected by lighting. It is useful for creating glowing surfaces such as lightbulb, ember, etc. This map will be added additively on top of the model when rendering and will not be affected by lighting. It is useful for creating glowing surfaces such as lightbulb, ember, etc.
  
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-”ball01.dds”,​ the diffuse. +”ball01.dds”,​ the diffuse.\\
- +
 “ball01_nrm.dds”,​ the normal map. “ball01_nrm.dds”,​ the normal map.
- +“ball01_spec.dds”,​ the specular map.\\
- +
-“ball01_spec.dds”,​ the specular map. +
  
 If the model has uses several materials then add some extra name after the name of the file when settings up the textures. Here is an example: If the model has uses several materials then add some extra name after the name of the file when settings up the textures. Here is an example:
Line 147: Line 94:
  
  
-For frame: +For frame:\\ 
- +“frontdoor01_frame.dds”,​ the diffuse.\\ 
- +“frontdoor01_frame_nrm.dds”,​ the normal map.\\ 
-“frontdoor01_frame.dds”,​ the diffuse. +“frontdoor01_frame_spec.dds”,​ the specular map\\
- +
- +
-“frontdoor01_frame_nrm.dds”,​ the normal map. +
- +
- +
-“frontdoor01_frame_spec.dds”,​ the specular map+
- +
- +
-For door: +
- +
- +
-“frontdoor01_door.dds”,​ the diffuse. +
- +
- +
-“frontdoor01_door_nrm.dds”,​ the normal map.+
  
  
-“frontdoor01_door_spec.dds”,​ the specular map.+For door:\\ 
 +“frontdoor01_door.dds”,​ the diffuse.\\ 
 +“frontdoor01_door_nrm.dds”,​ the normal map.\\ 
 +“frontdoor01_door_spec.dds”,​ the specular map.\\
  
 ==== Testing and setting up model ==== ==== Testing and setting up model ====
hpl3/tutorials/basic_modeling.txt · Last modified: 2012/02/17 08:58 by thomas