Difference between revisions of "Train"
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== Files == | == Files == | ||
− | All files for the train live in $SVNROOT/lib/models/vehicles/ | + | 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 == | ||
− | train_prog.blend | + | === train_prog.blend === |
*contains engine and carriage models, with optional 'utra-high' poly details such as rivets and screws. | *contains engine and carriage models, with optional 'utra-high' poly details such as rivets and screws. | ||
Line 27: | Line 27: | ||
** LOW eg: LOW01536 is a high poly part! | ** LOW eg: LOW01536 is a high poly part! | ||
** DET eg: DET01536 is a detail for the corresponding high poly part, e.g. a rivet. | ** 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 | * Bakes: an attempt to bake AO onto LND parts is in $SVNROOT/lib/maps/vehicles/train | ||
* DET are parented to their LOW parts. | * DET are parented to their LOW parts. | ||
* some detail layer objects do not relate to LOW parts. | * some detail layer objects do not relate to LOW parts. | ||
− | * Layers: | + | * Layers: '''Note: numbering here starts from 1''' |
** 6: engine body high poly (LOW and LND objects) | ** 6: engine body high poly (LOW and LND objects) | ||
** 7 engine body ultra high poly (corresponding DET objects and others) | ** 7 engine body ultra high poly (corresponding DET objects and others) | ||
** 16 engine undercarriage high poly (LOW and LND objects) | ** 16 engine undercarriage high poly (LOW and LND objects) | ||
− | ** 17 engine undercarriage ultra high poly (corresponding DET objects | + | ** 17 engine undercarriage ultra high poly (corresponding DET objects and others) |
− | and others) | ||
− | |||
** 8 carriage body high poly (LOW and LND objects) | ** 8 carriage body high poly (LOW and LND objects) | ||
− | ** 9 carriage body ultra high poly (corresponding DET objects and | + | ** 9 carriage body ultra high poly (corresponding DET objects and others) |
− | others) | ||
** 18 carriage undercarriage high poly (LOW and LND objects) | ** 18 carriage undercarriage high poly (LOW and LND objects) | ||
− | ** 19 carriage undercarriage ultra high poly (corresponding DET objects | + | ** 19 carriage undercarriage ultra high poly (corresponding DET objects and others) |
− | and others) | ||
** 20 bevel profiles etc | ** 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? |
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?