Texturing
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Texturing for TWO
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