URCHN Arkipelago Difference between revisions of "Train"

Difference between revisions of "Train"

From URCHN Arkipelago
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== Notes ==
 
== Notes ==
  
-objects are all marked (by making a selection in edit mode) ready to be
+
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.
+
*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
+
* 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
+
  * DET eg: DET01536 is a detail for the corresponding high poly part, e.g. a rivet.
files (some don't need separating)
+
  * 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
+
* 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
+
* DET are parented to their LOW parts.
every run - the write file time is negligable compared to the unwrap/bake
+
* some detail layer objects do not relate to LOW parts.
time).
+
* Layers:
 
+
  * 6: engine body high poly (LOW and LND objects)
I'll go ahead and make _LO _HI and _CU groups.
+
  * 7 engine body ultra high poly (corresponding DET objects and others)
The HI and CU groups will be pretty much ready as soon as the autobake is
+
  * 16 engine undercarriage high poly (LOW and LND objects)
complete, the _LO may take me a little while
+
  *
 
 
I'll try and get parenting sorted (fingers crossed the bugs are gone)
 
not sure how much time I'll have next week for rigging the pantograph /
 
fitting the interior
 
how much time I'll have partly depends on whether the script goes well or if
 
theres a lot of cleanup to do!
 

Revision as of 15:38, 26 August 2011

Files

All 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:
  * 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)
  *