Intro

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Tuesday, 30 June 2009

Asset completion checklist.

On completion of any asset or character, the following checks should be done =
  • Remove any textures/ materials from the material editor that are not used.
  • Make sure the correct material is on the asset.
  • Remove any smoothing group problems and ensure bevelled geometry has the right
    smoothing applied.
  • Unhide and delete any unwanted geometry, lights and cameras in the scene
    and make sure there are no hidden verts or polys in the asset.
  • Make sure that all verts are wielded up if they need to be.
  • Select the object and make sure the x-form is reset and the normals are facing the
    correct way.
  • make sure the pivot point is central to the object and at the bottom of the object. the whole asset will then need to be set 0,0,0 in max world space.

Technical Specification

CHARACTER Spec's.

Character Tri limit
= 8000 tri's.
Give or take a 1000.tri's, depending on the design of the characters e.g. Adult/child. Amount of clothing. Fat/Thin.

Character Texture budget (maximum allowance) =
  • Diffuse = 1ONE_1024 x 1024 (diffuse no alpha) 24bit.
  • _______1ONE_1024 x 1024 (diffuse with alpha) 32 bit.
  • Specular = 2TWO_1024 x 1024 (spec maps) Grayscale.
  • ___or___2TWO_1024 x 1024 (colour spec) 24 bit. (Colour Spec Preferred)
  • Normal = 2TWO_1024 x 1024 (normal maps) 24 bit
  • All texture maps should be in .tga format and save all maps for the same uv's/character in one .psd document.
Naming Conventions (Example) =
  • Name_D = Diffuse.
  • Name_DA = Diffuse with Alpha.
  • Name_S = Specular.
  • Name_CS = Colour Specular.
  • Name_N = Normals.
ENVIROMENT Spec's

The enviroment's are NOT levels more like stages/scenes.
Scenes should be under 10,000 tri's.

Total texture budget for all maps, e.g diffuse, spec, normals) is under 15mb ? (to be desided)
  • All items with in a scene should have there own individual name. Including cameras and lights.
  • Assets should be textured using a maximum of a 1024 x 1024 texture. (Obviously less is better)
  • All texture maps should be in .tga format and save all maps for the same uv's/object in one .psd document.
  • Objects should be in keeping with the scene. no over the top low polyness.
  • Asset Tri limit is flexible, however about 2/300 tris for a simple object, up to 2000 for larger more complex assests. No tri's were they are not needed.

askdgnaldg


ART BIBLE INDEX

ART STYLE.
  • timeline. (must remeber to add a screeni at the end)
  • Fabrics and Patterns.
  • Environment Layout. ideas for nice Compositions.
  • normals. style.
  • .
GUIDES and RESOURCES.


OUR RESEARCH.
  • Face rigs
  • How to make a funki mirror in max
  • presentaton gifs and goodies.

  • .