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hpl2:tutorials:modeling:tutorialoutsource [2010/11/04 15:06]
jens created
hpl2:tutorials:modeling:tutorialoutsource [2011/08/25 18:57] (current)
thomas [Creation of Graphics]
Line 5: Line 5:
  
 ==== Creation of Graphics ==== ==== Creation of Graphics ====
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 The following be sort of a set by set guideline of the process to create objects for the game. Hopefully this will give a clear view of the steps that needs to be taken when creating graphics. The following be sort of a set by set guideline of the process to create objects for the game. Hopefully this will give a clear view of the steps that needs to be taken when creating graphics.
  
-**Modeling**+ 
 +**Modeling** ​ 
  
 This is preferably done in Maya and the latest Collada plug-in shall be used. This has been included in the “data” folder. This is preferably done in Maya and the latest Collada plug-in shall be used. This has been included in the “data” folder.
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 Make sure that the unit type is set to meters! Make sure that the unit type is set to meters!
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 The object shall be positioned in the file so that the bottom of the object is at the center of the screen. The object shall be positioned in the file so that the bottom of the object is at the center of the screen.
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 When texturing the objects, make sure that the diffuse texture is what is set as texture for all sub meshes. When texturing the objects, make sure that the diffuse texture is what is set as texture for all sub meshes.
  
-**Material**+ 
 +**Material** ​ 
  
 Each material will require one or more the following textures: Each material will require one or more the following textures:
  
-**Diffuse** + 
- +**Diffuse** ​ 
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 Size: Normal. Size: Normal.
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 File format: dds, dxt5. File format: dds, dxt5.
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 Suffix: None. Suffix: None.
  
-This is simply the color and is needed for as good as all material. ​+ 
 +This is simply the color and is needed for as good as all material. 
  
 **Normal map**  **Normal map** 
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 Size: Normal. Size: Normal.
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 File format: dds, dxt5. File format: dds, dxt5.
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 Suffix: “nrm”. Suffix: “nrm”.
  
-The normal map for the material and uses the standard format rgb = xyz and is in tangent space. ​ 
  
-**Specular map**+The normal map for the material and uses the standard format rgb = xyz and is in tangent space. 
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 + 
 +**Specular map**  
  
 Size: Half of diffuse Size: Half of diffuse
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 File format: dds, dxt1. File format: dds, dxt1.
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 Suffix: “spec”. Suffix: “spec”.
  
-The specular map handles the specular intensity and power for each pixel. The intensity uses the R channel and the power in the G channel, the B channel is not used and shall be black. Intensity sets the amount of specularity applied to a pixel, the higher value of the channel, the higher intensity. Power sets the sharpness of the specular highlight, a low value give a dull and diffuse look, while a high value give a shiny look.  
  
-**Alpha**+The specular map handles the specular intensity and power for each pixel. The intensity uses the R channel and the power in the G channel, the B channel is not used and shall be black. Intensity sets the amount of specularity applied to a pixel, the higher value of the channel, the higher intensity. Power sets the sharpness of the specular highlight, a low value give a dull and diffuse look, while a high value give a shiny look. 
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 + 
 +**Alpha** ​ 
  
 Size: Normal Size: Normal
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 File format: tga, single channel (greyscale). File format: tga, single channel (greyscale).
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 Suffix: “alpha”. 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. ​ 
  
-**Height map**+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**  
  
 Size: Half of diffuse Size: Half of diffuse
 +
  
 File format: tga, single channel (greyscale). File format: tga, single channel (greyscale).
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 Suffix: “height”. 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.  
  
-**Illumination map**+Height map is more like a depth map actually. White = largest depth, Black = no depth and this is important to remember when creating it. 
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 + 
 +**Illumination map**  
  
 Size: Half of diffuse Size: Half of diffuse
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 File format: dds, dxt1. File format: dds, dxt1.
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 Suffix: “illum”. Suffix: “illum”.
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 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.
  
  
-With size means the size of texture width and height. So if diffuse is 512x512 ​in size, then a map with half of the size of diffuse will be 256x256. Normal simply means that it has the same size of the diffuse texture. Also note that the size of map might be specified otherwise in the description of an object, and if so the specified size shall be used.+With size means the size of texture width and height. So if diffuse is 512×512 ​in size, then a map with half of the size of diffuse will be 256×256. Normal simply means that it has the same size of the diffuse texture. Also note that the size of map might be specified otherwise in the description of an object, and if so the specified size shall be used. 
  
 All of the textures in a material (and the material itself!) must be named according the model which uses it. An example of naming is as follows: All of the textures in a material (and the material itself!) must be named according the model which uses it. An example of naming is as follows:
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 The model has the name of “ball01” and its material has a diffuse, normal map and specular map. The textures will then be named like this: The model has the name of “ball01” and its material has a diffuse, normal map and specular map. The textures will then be named like this:
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 ”ball01.dds”,​ the diffuse. ”ball01.dds”,​ the diffuse.
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 “ball01_nrm.dds”,​ the normal map. “ball01_nrm.dds”,​ the normal map.
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 “ball01_spec.dds”,​ the specular map. “ball01_spec.dds”,​ the specular map.
  
-If the model has several ​files 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: 
  
 The model has the name “frontdoor01” and have two submeshes: “frame” and “door”. Each of these submeshes have its own texture and therefore also material. The base name for each submesh material will be: “frontdoor01_frame” and “frontdoor01_door” respectively. This means that the textures will have the names: The model has the name “frontdoor01” and have two submeshes: “frame” and “door”. Each of these submeshes have its own texture and therefore also material. The base name for each submesh material will be: “frontdoor01_frame” and “frontdoor01_door” respectively. This means that the textures will have the names:
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 For frame: For frame:
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 “frontdoor01_frame.dds”,​ the diffuse. “frontdoor01_frame.dds”,​ the diffuse.
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 “frontdoor01_frame_nrm.dds”,​ the normal map. “frontdoor01_frame_nrm.dds”,​ the normal map.
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 “frontdoor01_frame_spec.dds”,​ the specular map. “frontdoor01_frame_spec.dds”,​ the specular map.
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 For door: For door:
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 “frontdoor01_door.dds”,​ the diffuse. “frontdoor01_door.dds”,​ the diffuse.
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 “frontdoor01_door_nrm.dds”,​ the normal map. “frontdoor01_door_nrm.dds”,​ the normal map.
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 “frontdoor01_door_spec.dds”,​ the specular map. “frontdoor01_door_spec.dds”,​ the specular map.
hpl2/tutorials/modeling/tutorialoutsource.1288883164.txt.gz · Last modified: 2010/11/04 15:06 by jens