Difference between revisions of "Texturing"
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(New page: Texturing for <span class="caps">TWO</span> Flattening: * Models will be flattened in actions saved as .act files on <span class="caps">SVN</span>. * Flattened models should inc...) |
(added section about swaping materials to decals) |
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+ | Texturing for [[Main Page Two|TWO]] | ||
− | + | ==Use of Materials== | |
− | + | Keep in mind that materials are slow to render. | |
+ | Consider once you have your model textured and approved, converting your materials to decals. | ||
+ | This can be done by: | ||
+ | # Commit your textured model to [[SVN]]. | ||
+ | # Flatten your model and do a flatshaded render of the materials result. | ||
+ | # Apply this rendering as a decal to the flattened area. | ||
+ | # Remove the materials that you replaced with decals from you model. | ||
+ | # Commit your change, being sure to note Materials to Decals in your svn log. | ||
− | * Models will be flattened in actions saved as .act files on | + | |
+ | ==Flattening:== | ||
+ | |||
+ | * Models will be flattened in actions saved as .act files on [[SVN]]. | ||
* Flattened models should include groups for each stamp that will be applied. For example, when decaling an actor’s hand, a group should be made including CPs for the top of the hand and another for the bottom (assuming the hand will be decaled with a top and bottom image). | * Flattened models should include groups for each stamp that will be applied. For example, when decaling an actor’s hand, a group should be made including CPs for the top of the hand and another for the bottom (assuming the hand will be decaled with a top and bottom image). | ||
* To minimize distortion, a flattening action should flatten CPs one spline “ring” outside of the area being stamped. | * To minimize distortion, a flattening action should flatten CPs one spline “ring” outside of the area being stamped. | ||
* Patches need to maintain their proportional size compared to their neighbor-patches. Unless they are all the same size in the model, they should not be the same size in the flattening action. | * Patches need to maintain their proportional size compared to their neighbor-patches. Unless they are all the same size in the model, they should not be the same size in the flattening action. | ||
− | Painting: | + | ===Painting:=== |
* Texturers should expect to start with an unstamped model and apply their images through an action window. | * Texturers should expect to start with an unstamped model and apply their images through an action window. | ||
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* Clothing | * Clothing | ||
− | Data Organization: | + | ===Data Organization:=== |
Flattening actions and decal images should be organized on <span class="caps">SVN</span> thus: | Flattening actions and decal images should be organized on <span class="caps">SVN</span> thus: |
Revision as of 15:28, 14 February 2007
Texturing for TWO
Use of Materials
Keep in mind that materials are slow to render. Consider once you have your model textured and approved, converting your materials to decals. This can be done by:
- Commit your textured model to SVN.
- Flatten your model and do a flatshaded render of the materials result.
- Apply this rendering as a decal to the flattened area.
- Remove the materials that you replaced with decals from you model.
- Commit your change, being sure to note Materials to Decals in your svn log.
Flattening:
- Models will be flattened in actions saved as .act files on SVN.
- Flattened models should include groups for each stamp that will be applied. For example, when decaling an actor’s hand, a group should be made including CPs for the top of the hand and another for the bottom (assuming the hand will be decaled with a top and bottom image).
- To minimize distortion, a flattening action should flatten CPs one spline “ring” outside of the area being stamped.
- Patches need to maintain their proportional size compared to their neighbor-patches. Unless they are all the same size in the model, they should not be the same size in the flattening action.
Painting:
- Texturers should expect to start with an unstamped model and apply their images through an action window.
- Tweaking UV maps should be kept to a minimum since maps may need to be re-applied to the model and UV adjustments will be lost. Adjustments should be done in the flattening action as much as possible.
- Our target render resolution is Standard Definition 720X480. Painters should keep that in mind when determining the size of their maps.
Parts to be textured
- Body:
- Face (including neck and ears)
- Skull (remainder of the head not covered by the face decal)
- Hands (Top and bottom)
- Arms and legs (if showing)
- Clothing
Data Organization:
Flattening actions and decal images should be organized on SVN thus:
- Actors
- Actor_Name
- Actor_Name.mdl
- Actions
- Actor_Name_flat_hand_top.act
- Actor_Name_flat_hand_bottom.act
- Actor_Name_flat_face.act
- Actor_Name_flat_skull.act
- ...
- Decals
- Actor_Name_face_color.tga
- Actor_Name_face_spec.tga
- Actor_Name_face_bump.tga
- ...
- Actor_Name