Jump to content


Photo

Model And Texture Restrictions


  • Please log in to reply
1 reply to this topic

#1 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 23 January 2005 - 11:03 AM

I was wondering a few things regarding poly count and texture size/format.

-what is the limit of polygons in battlescape?

-what is the limit of polygons in X-net entrys?

-what is the optimum texture resolution in x-net and how many are allowed?

-what is the optimum texture resolution in battlescape and how many are allowed?

-what extension are we using for textures? (*.jpeg *.bmp *.psd)

-same goes for the bump/specular e.t.c maps?

And as well as any other rules or conventions that weren't mentioned...

#2 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 23 January 2005 - 12:20 PM

I was wondering a few things regarding poly count and texture size/format.

-what is the limit of polygons in battlescape?

-what is the limit of polygons in X-net entrys?

-what is the optimum texture resolution in x-net and how many are allowed?

-what is the optimum texture resolution in battlescape and how many are allowed?

-what extension are we using for textures? (*.jpeg *.bmp *.psd)

-same goes for the bump/specular e.t.c maps?

And as well as any other rules or conventions that weren't mentioned...

<{POST_SNAPBACK}>



1. 1500 to 2000 polys

2. ignore this for the time being, battlescape models are going to be used in xnet.

3. 2 512x512

4. your source files should be psd, the in game should be png

5. bump and spec can be smaller, 256x256 and need to be png as well

6. no bones or armatures in the models, models created in the da vinci pose if aplicable.

7. post the model when you post an update to prevent data loss.