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*Combine all different parts of the Model into one single Object/Mesh. (with the exception of parts that need to be animated, or transparent parts) | *Combine all different parts of the Model into one single Object/Mesh. (with the exception of parts that need to be animated, or transparent parts) | ||
*Make all faces of the objects single sided (method varies with modelling software used, examples for each of the major ones: Blender, Ac3d, Sketchup) | *Make all faces of the objects single sided (method varies with modelling software used, examples for each of the major ones: Blender, Ac3d, Sketchup) | ||
*Split transparent parts into their own objects. | *Split transparent parts into their own objects, and place at the end of the object list | ||
These are guidelines, not rules. You may need 2 sided surfaces, or use duplicate object names - but be aware that you are sub-optimising, and the results can be uncertain. | |||
==Texturing Guidelines== | ==Texturing Guidelines== | ||
*Combine as many parts of a single Model to a single texture. | *Combine as many parts of a single Model to a single texture - the maximum texture size is 4096 x 4096. | ||
*Don't use different parts of a single texture for different models. Split the texture into smaller parts then. | *Don't use different parts of a single texture for different models. Split the texture into smaller parts then. | ||
*If using the same texture on multiple models, use a single file, don't make different copies. | *If using the same texture on multiple models, use a single file, don't make different copies. | ||
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*Split transparent parts of textures. | *Split transparent parts of textures. | ||
*Use power of two dimensions for textures. Don't worry if your image would get stretched in the texture, you can fix that with the mapping on the model. | *Use power of two dimensions for textures. Don't worry if your image would get stretched in the texture, you can fix that with the mapping on the model. | ||
*Don't have textures with the image in one corner and the rest unused. | |||
==Animation Guidelines== | ==Animation Guidelines== | ||
*''<AndersG> The hierarchy of range animation is also an issue. It is common to have one for each instrument where one could as well has used one for all instruments (by loading the instruments in a submodel XML file). Testing one range animation ought to be cheaper than 47.'' | *''<AndersG> The hierarchy of range animation is also an issue. It is common to have one for each instrument where one could as well has used one for all instruments (by loading the instruments in a submodel XML file). Testing one range animation ought to be cheaper than 47.'' | ||
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