8,814
edits
m (Gijs moved page Modelling Guidelines draft to Modelling guidelines) |
(Out of draft state, add software tips) |
||
| Line 1: | Line 1: | ||
When modelling an aircraft, building or any other 3D model, you are encouraged to follow the '''modelling guidelines''' outlined in this article. | |||
Feel free to add/modify. (''please leave a comment in the [[Talk:Modelling guidelines|talk page]] for radical modifications''). | |||
Feel free to add/modify. (''please leave a comment in the talk page for radical modifications''). | |||
== Definitions == | == Definitions == | ||
*Model = the file | *Model = the file. | ||
*Object/Mesh = part of the Model file. The Model can contain several Objects. | *Object/Mesh = part of the Model file. The Model can contain several Objects. | ||
*Texture = image file (.rgb, .png | *Texture = image file (.rgb, .png). | ||
== Modelling guidelines == | == Modelling guidelines == | ||
*Vertices are free up to a point - use as many as you need | *Vertices are free up to a point - use as many as you need. | ||
*Use different unique names for each of the Objects in a Model file. | *Use different unique names for each of the Objects in a Model file. Even more so when the different parts need to be animated. | ||
*Combine all different parts of the Model into one single Object/Mesh | *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 | ** Blender: Select some objects and press {{Key press|Ctrl|J}} to group them into one Object. | ||
*Split transparent parts into their own objects, and place at the end of the object list | *Make all faces of the objects single sided. | ||
*Split transparent parts into their own objects, and place at the end of the object list. | |||
** Blender: Go into Edit Mode, select the part of the object that you would like to split and press {{Key press|P}}. | |||
These are guidelines, not rules. You may need | These are guidelines, not rules. You may need two 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 as you can - the maximum texture size is 4096 x 4096. | *Combine as many parts of a single Model to a single texture as you can - the maximum texture size is 4096 x 4096 pixels. | ||
* | *Do not 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, | *If using the same texture on multiple models, use a single file, do not make different copies. | ||
*Prefer texture replacing animations to textranslate for models that spend large amounts of their time in one state (day/night animations). | *Prefer texture replacing animations to textranslate for models that spend large amounts of their time in one state (day/night animations). | ||
*Avoid transparency like the plague, it kills frame rate like nothing else: remove the alpha channel from textures if they are non-transparent. | *Avoid transparency like the plague, it kills frame rate like nothing else: remove the alpha channel from textures if they are non-transparent. | ||
** GIMP: Go to <tt>Layers > Transparency > Remove alpha layer</tt>. | |||
** Inkscape: Go to <tt>File > Document Properties</tt> and set the "Background" to a non transparent colour. | |||
*Hive off transparent parts of textures into their own textures. | *Hive off transparent parts of textures into their own textures. | ||
*Use power of two dimensions for textures. | *Use power of two dimensions for textures (2<sup>n</sup>, e.g. 256x256, 512x1024). Do not worry if your image would get stretched in the texture, you can fix that with the mapping on the model. | ||
* | *Do not have textures with the image in one corner and the rest unused. | ||
*Supported texture formats are : | *Supported texture formats are: .png and .rgb. | ||
== Animation guidelines == | == Animation guidelines == | ||
* | *Keep the number of range animations to a minimum. Load the instruments in a submodel XML file, to avoid having one for each instrument. Testing one range animation ought to be cheaper than 47. | ||
[[Category:Modeling]] | [[Category:Modeling]] | ||