[project1dev] Re: art tasks

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 21:34:36 -0700 (PDT)

Hey Guys,

Sorry about the trouble with the psd files. I wasn't sure what format you 
needed. I will make sure to do .jpgs next time. =)

I saw the part about the power of 2's, and I ran the numbers. But I didn't get 
that it needed to be 512x512. I just thought it had to be even increments of 
128. Sorry about that. I will figure 512 next time to make it easier. I was 
kinda guessing cause I wasn't exactly sure what you meant.

Thanks for your patience! I am excited, thanks for putting in my model. I 
didn't want to step on anybody's toes, so I thought I'd post the model to the 
message board and see what you guys wanted to do with it.

Right On Guys, =) Happy Game Time!

Katie


--- On Wed, 5/13/09, eric drewes <figarus@xxxxxxxxx> wrote:

From: eric drewes <figarus@xxxxxxxxx>
Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, May 13, 2009, 8:01 PM

hey the textures are in psd form not sure if the game supports those?  if it 
does thatd be cool :)


On Wed, May 13, 2009 at 10:44 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

You rule Katie!

Hey feel free to check stuff into SVN btw

That goes same for everyone (and if anyone needs a tutorial or fresher uper on 
how to use SVN let me know)


I know i was makin a stink about organization not too long ago but so long as 
it doesnt become a disaster area we should be good to go :P


Anyhow, i'll toss your railcar into the cavemap so you can see it in game if 
you want to

On Wed, May 13, 2009 at 6:14 PM, katie cook <ktmcook@xxxxxxxxx> wrote:




Hey Guys,

Here is the Rail Car w/the textures set as specified below. I have attached.

=) Hope you like.

Katie

--- On Wed, 5/13/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:



From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx
Date: Wednesday, May 13, 2009, 12:40 PM


Yeah np! (:
 
Also of note for everyone (I just told eric this the other day, sorry for not 
mentioning it earlier)
 
Texture sizes have to be in dimensions that are powers of 2 (ie 256x256, 
1024x1024, 512x128 etc are ok... 640x480, 55x90 are not)
 
The reason for that is that older or less high end cards don't support non 
power of 2 textures, and the work around to make it work on such cards uses a 
lot more video memory (which those types of cards are already low on).



 
So yeah, we just have to make sure all textures have image sizes which are 
powers of 2 (but they dont have to be square)

On Wed, May 13, 2009 at 12:00 PM, katie cook <ktmcook@xxxxxxxxx> wrote:





Yikes, I didn't know that. I can send them over later today. =) 


--- On Tue, 5/12/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:



From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx



Date: Tuesday, May 12, 2009, 8:23 PM 





Hey Katie thats a nice lookin mine cart!

You said you had textures for it too?

ms3d files dont embed their textures inside of the file but if you send them 
over i'll toss one of these into the cave map (:





On Tue, May 12, 2009 at 7:38 PM, katie cook <ktmcook@xxxxxxxxx> wrote:








Hey Guys,

Here is a Rail Car model w/textures. I ran it through Milkshape and it looks 
like it keeps the textures in tact.




Here it is attached.

Let me know what you guys think and if there is more I can help with. Otherwise 
I was just thinking I'd work on misc models and see where I get.

Thanks =)

Katie

--- On Tue, 5/12/09, eric drewes <figarus@xxxxxxxxx> wrote:





From: eric drewes <figarus@xxxxxxxxx> 

Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx
Date: Tuesday, May 12, 2009, 1:25 PM 





im hoping it'll work with maya, autodesk products seem to move to milkshape 
better so my fingers are crossed :)


On Tue, May 12, 2009 at 4:24 PM, eric drewes <figarus@xxxxxxxxx> wrote:

yeah thats what i did in c4d but it didnt translate correctly to milkshape 





On Tue, May 12, 2009 at 4:10 PM, katie cook <ktmcook@xxxxxxxxx> wrote:





Probably have thought of this already, but you could setup material properties 
that have a luminosity/glow effect for the object itself. Maya allows you to do 
this. =)




--- On Tue, 5/12/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


From: Alan Wolfe <alan.wolfe@xxxxxxxxx>



Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx
Date: Tuesday, May 12, 2009, 12:25 PM




thats funny eric
 
hey if you ever want to do shiny gems, a cool effect might be placing a gem 
colored positional light inside of a gem like its giving off a secondary glow.
 
it might be too expensive an effect to use everywhere but shrug (:




On Tue, May 12, 2009 at 12:17 PM, eric drewes <figarus@xxxxxxxxx> wrote:




yeah in the first cart i made, i had jewels that sparkled but had texturing 
issues, i also like the idea of the cave being filled with 
gems/diamonds/crystals but filling the carts up with rocks like they are just 
mining the stone haha 





On Tue, May 12, 2009 at 2:44 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:




I like the proposed art here, having those diamonds to just place
around would give the cave a great feel of prettiness.







On Tue, May 12, 2009 at 8:23 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> ok, theres some art tasks that have to get done this week so im gonna post a



> list and who has volunteered for what, and what we still need....
>
> Eric: animated character/miner models, lanterns that hang from the
> walls/support beams, some diamonds and some shovels, some mushrooms and



> stalagmites for cave decorations.
>
> Chris Sherman: boss model, crystals to stick out of the cave walls and some
> partially exposted skeletons
>
> Katie: katie made a pickaxe but i havent had a chance to check it out yet



>
> ok so here's what we need:
> texture help if anyone wants to volunteer for that, prop placement help if
> anyone wants to start placing some of the props on the map, maybe some misc.
> prop model additions, etc.  if anyone can think of anything else let me know



> and we'll add it.
>
> basically i am setting the "soft" deadline for this stuff to be friday, and
> anything not done me and whoever else can tackle the rest over the weekend
> so we can clear out the art schedule.



>
> also fyi, Rorac and I have the basics for combat/leveling/skills and some
> other systems ready to post for comment/QA/and more additions.  don't worry,
> everything will be tweaked and we still need a ton of ideas, this is just



> the foundation to make it more clear for people to understand how skills and
> characters will work in general so we still need major contributions for the
> ppl who want to chip in on the game design - your time is coming! :) we



> should have this posted soon, we're just formatting it out and documenting
> it well (which is time consuming).
>
>




















      






      

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