Difference between revisions of "Development:Model Guidelines"

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With respect to vertex count/poly count .... it's at the artist's discression. Basically don't limit yourself on necessary detail, as LOD's can make up for any excess.
 
With respect to vertex count/poly count .... it's at the artist's discression. Basically don't limit yourself on necessary detail, as LOD's can make up for any excess.
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now it is my(tykeil) belief that most people just dont have the time or drive to make so many LOD levels, so i suggest making your ship to cater for the low end systems, that way you have a larger audience. teh LOD 2 or 3 should be fine.
  
 
Use this guide.
 
Use this guide.

Revision as of 13:14, 27 June 2005

thumb_arrow_up.png Development

Model Guidelines

Introduction

The intention of this document is to give artists using the Vega Strike engine some suggested guidelines to follow in creating models. These are not fixed rules, and those of you with experience will appreciate that many of these can be broken. For those of you who are either new to videogame modelling, or unsure of Vega Strike's capabilities, this may be of use. You may also wish to have a look at the corresponding texturing guidelines.

Note: If you wish to contribute a ship to the game Vega Strike, please see the 3D Models page and/or contact jackS.

Specification

FIXME Incomplete, unedited, inaccurate braindump: edited by TyKeiL

With respect to vertex count/poly count .... it's at the artist's discression. Basically don't limit yourself on necessary detail, as LOD's can make up for any excess.

now it is my(tykeil) belief that most people just dont have the time or drive to make so many LOD levels, so i suggest making your ship to cater for the low end systems, that way you have a larger audience. teh LOD 2 or 3 should be fine.

Use this guide.

  • LOD 1 <=500 tri's.
  • LOD 2 1500 to 2000
  • LOD 3 4000 to 6000
  • LOD 4 8000 to 10000
  • LOD 5 15000 to 20000
  • LOD 6 >20000

if anyone feels like amending this feel free :o)

I'd say, as a rough target, one would like something on the order of log_k(polgons in top level mesh) # of LODs (where k is dependent upon the particulars of the model)

texture maps should also be made accordingly.

  • LOD 1 128x128
  • LOD 2 256x256
  • LOD 3 512x512
  • LOD 4 1024x1024
  • LOD 5 and up having multiple 1024x1024 textures

remember this is only a rough guide just to give you an idea. use multiple texture maps if needed or variations like for LOD 3 using 3 256x256 textures takes up less room than 1 512x512 just use what u need.

A seperate shield mesh is good, so is a collision mesh (collision may as well just be one of the lower LODs). with the shield & collision meshes keep them as simple as posible.

See Also

Development:Texture Guidelines