Author Topic: Models for ingame use.  (Read 1409 times)

RussianVodka

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Models for ingame use.
« on: February 28, 2004, 03:28:13 am »
On the Fan Art 3d models threads i hear a lot about polycount and wheather the items can be used ingame.

So this brings me to a thought, can we make items (armour, weapons, ect.) and send them to the devs, so that they can be used in further realeases of PS?

If so, what programs does the 3D Department use, and where can we get a hold of them?



Q: How many Planeshifters does it take to expalin a simple concept to a newb?
A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Moogie

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« Reply #1 on: February 28, 2004, 04:41:03 am »
Correct me if I\'m wrong, but isn\'t this exactly what the Laanx Wheel of Wishes website was created for??

Deddarus

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« Reply #2 on: February 28, 2004, 04:45:56 am »
yeppers... tho there r some issues that need to be cleared up:

expected poly counts
required texture dimensions
use of intersecting faces
etc

would prolly be best to add those details to the LWW granted :P

RussianVodka

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« Reply #3 on: February 28, 2004, 05:11:36 am »
So that stuff we submit to LWW can actualy be used in PS?



Q: How many Planeshifters does it take to expalin a simple concept to a newb?
A: Six. Five to argue on who\'s explanation is right, and Moogie to lock the thread.

Deddarus

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« Reply #4 on: February 28, 2004, 05:21:55 am »
yes that is the point..

work submitted to LWW is rated by anyone registered at the site, from time to time the devs will look at the work and if an item fullfills the following requirements it gets added

*The devs like it
*It has been highly rated
*It can realisticly be added to the game

in fact if u read the license agreement on the site... any work that is posted remains the property of the creator up until the point it is accepted by a dev, at which point it becomes the property of the PS staff

Vengeance

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« Reply #5 on: February 28, 2004, 06:14:07 am »
Objects should be <150 tris.

Textures should be power of 2 in both dimensions (32x64, 128x32, whatever).  Make the texture as high-res as you want--it will be downsized as appropriate for the game if accepted.  Most player textures are made at 2048x2048, then shrunk, for example.

- Venge

Deddarus

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« Reply #6 on: February 28, 2004, 02:17:20 pm »
thankees

Bigfoot

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« Reply #7 on: March 02, 2004, 09:48:15 pm »
Quote
Most player textures are made at 2048x2048, then shrunk, for example.


Holy crap!

Detail is one thing but the after state of the artists mind is another :P , turning that from that into a 512x512 (standard size texture now days) you\'d loose so much detail its not funny (and rather pointless) and rather inefficient timewise. and i thought the 900x900 I do mine at was a bit over the top for the base texture size while being made.

Still find the old \"once we have it, its ours\" mentality of the PS contract flawed, particulary for a free volunteer project. Even big paid development teams let there artists retain some or most non-comercial rights to there work. (by that i mean porfolios, Demo reels and such), a good example of this is the new Dragons Manual for D&D3.5 , one of the main artists was posting his work on the Expose2 sight for entry into that book, even though his work hasnt been printed for WotCs Dragon Manual yet. WotC retains monetary rights while the artist has free non monarty use of his work in other areas, then again WotC tends to be rather unresitrictive with its materials copyrights.

Then again being paid makes parting with work alot easier.

 
Quote
use of intersecting faces


heh the crystal space engine has some odd quirks i tell ya. :P

Vengeance

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« Reply #8 on: March 03, 2004, 05:24:10 am »
a) 2048x2048 was for player textures I think.  Item textures are much smaller.

b) the PS license allows the artist to continue personal use of his stuff, for portfolios or whatever--and broader uses with permission.  It just doesn\'t allow re-contribution of that material to another project.

c) Most engines have this limitation but detect intersecting faces and cut them apart for you at loadtime or export time.