URCHN Arkipelago Difference between revisions of "Train"

Difference between revisions of "Train"

From URCHN Arkipelago
 
(7 intermediate revisions by the same user not shown)
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== Files ==
 
== Files ==
All files for the train live in $SVNROOT/lib/models/vehicles/
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All blend files for the train live in $SVNROOT/lib/models/vehicles/
 
* train.blend (currently the old version, this is what links to files)
 
* train.blend (currently the old version, this is what links to files)
 
* train_interior.blend ( for act II)
 
* train_interior.blend ( for act II)
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== Notes ==
 
== Notes ==
  
-objects are all marked (by making a selection in edit mode) ready to be
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=== train_prog.blend ===
split up (separated but preserving linked dups and renaming in a way which
 
makes it clear what belongs to what) into
 
    -ultra high detail (rivets etc, to be automatically parented to the
 
corresponding 'regular' component)
 
    -regular
 
-layers are now all OK (fixed with a script and manually checked after the
 
layer bug
 
-ready for baking BUT found a bug (not yet reported: modifiers break baking
 
in some cases (bevel does for sure))
 
    -to workaround I'll get the script to toggle the renderability of
 
modifiers before baking, then restore the previous state etc.
 
  
then im ready to start the big bake.
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*contains engine and carriage models, with optional 'utra-high' poly details such as rivets and screws.
it seems like PNGs will be smaller than JPGs for the quick&dirty monochrome
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* Prefixes:
AO maps so will use those
+
** LOW eg: LOW01536 is a high poly part!
there are ~500 unique meshes, of which I think at least half will get map
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** DET eg: DET01536 is a detail for the corresponding high poly part, e.g. a rivet.
files (some don't need separating)
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** LND eg: LND01536 means 'low no detail' version of the high poly part.
I think it will take my PC around 1-2days to complete all of the baking and  
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* Bakes: an attempt to bake AO onto LND parts is in $SVNROOT/lib/maps/vehicles/train
separating, I'll commit as I go every few hours (the script saves the blend
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* DET are parented to their LOW parts.
every run - the write file time is negligable compared to the unwrap/bake
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* some detail layer objects do not relate to LOW parts.
time).
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* Layers: '''Note: numbering here starts from 1'''
 +
** 6: engine body high poly (LOW and LND objects)
 +
** 7 engine body ultra high poly (corresponding DET objects and others)
 +
** 16 engine undercarriage high poly (LOW and LND objects)
 +
** 17 engine undercarriage ultra high poly (corresponding DET objects and others)
 +
** 8 carriage body high poly (LOW and LND objects)
 +
** 9 carriage body ultra high poly (corresponding DET objects and others)
 +
** 18 carriage undercarriage high poly (LOW and LND objects)
 +
** 19 carriage undercarriage ultra high poly (corresponding DET objects and others)
 +
** 20 bevel profiles etc
 +
* '''TODO''' in this file: fix some DET scale/position problems on the top resulting from scaling parts. Rig/check rig for functionality.
  
I'll go ahead and make _LO _HI and _CU groups.
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=== train_mid_prog.blend ===
The HI and CU groups will be pretty much ready as soon as the autobake is
 
complete, the _LO may take me a little while
 
  
I'll try and get parenting sorted (fingers crossed the bugs are gone)
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* Initially a copy by josh of layers 6, 16, 8, 18 from train_prog.blend, "which I was going through, object by object, deleting
not sure how much time I'll have next week for rigging the pantograph /
+
detail to create a mid poly version.  It should be fairly obvious which
fitting the interior
+
objects are at a mid-poly level of detail and which aren't.  You might want
how much time I'll have partly depends on whether the script goes well or if
+
to review whether the level of detail I was going for is appropriate for a
theres a lot of cleanup to do!
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mid poly version?"
 +
 
 +
* Names and positions should be identical, hopefully to aid in texture baking.
 +
 
 +
* '''TODO''': possible sync of high and low poly versions?

Latest revision as of 16:02, 26 August 2011

Files

All blend files for the train live in $SVNROOT/lib/models/vehicles/

  • train.blend (currently the old version, this is what links to files)
  • train_interior.blend ( for act II)
  • train_lowRes.blend (maybe defunct)
  • train_prog.blend (new design, ultra high poly model by Josh, needs cleanup, rigging, reduction)
  • train_mid_prog.blend ( aborted midway progress of reduction of high poly train)

Tasks

  • Investigate: Understand what lives where
  • Delete redundancies in in-progress work
  • Organize in-progress work: object names, layers, groups, layernames.
  • Finish In progress low and mid polification.
  • Rig train models (all)
  • create final groups for linking
  • test to make sure we stay compatible (or that modifications are doable) for files linking to the old train model.
  • drop the new model in for the old in scenes.
  • create subgroups esp. for ultra HI poly versions.
  • Begin materials and texturing.

Notes

train_prog.blend

  • contains engine and carriage models, with optional 'utra-high' poly details such as rivets and screws.
  • Prefixes:
    • LOW eg: LOW01536 is a high poly part!
    • DET eg: DET01536 is a detail for the corresponding high poly part, e.g. a rivet.
    • LND eg: LND01536 means 'low no detail' version of the high poly part.
  • Bakes: an attempt to bake AO onto LND parts is in $SVNROOT/lib/maps/vehicles/train
  • DET are parented to their LOW parts.
  • some detail layer objects do not relate to LOW parts.
  • Layers: Note: numbering here starts from 1
    • 6: engine body high poly (LOW and LND objects)
    • 7 engine body ultra high poly (corresponding DET objects and others)
    • 16 engine undercarriage high poly (LOW and LND objects)
    • 17 engine undercarriage ultra high poly (corresponding DET objects and others)
    • 8 carriage body high poly (LOW and LND objects)
    • 9 carriage body ultra high poly (corresponding DET objects and others)
    • 18 carriage undercarriage high poly (LOW and LND objects)
    • 19 carriage undercarriage ultra high poly (corresponding DET objects and others)
    • 20 bevel profiles etc
  • TODO in this file: fix some DET scale/position problems on the top resulting from scaling parts. Rig/check rig for functionality.

train_mid_prog.blend

  • Initially a copy by josh of layers 6, 16, 8, 18 from train_prog.blend, "which I was going through, object by object, deleting

detail to create a mid poly version. It should be fairly obvious which objects are at a mid-poly level of detail and which aren't. You might want to review whether the level of detail I was going for is appropriate for a mid poly version?"

  • Names and positions should be identical, hopefully to aid in texture baking.
  • TODO: possible sync of high and low poly versions?