Topic: Developing in-game graphics - for dummies
feh Topic Opener |
Posted at: 2021-06-23, 22:51
So I did some modelling in blender and am now wondering what the next steps are to get the art in game. The outdated Blenderperspective -page was not overly helpful. As a noob in blender, I don't know if my perplexity about some parts there (e.g. "...AO enabled and high sampling rate, and on KEY render type (not SKY)" stems from my lack of blender knowledge or different blender versions. This topic is intended to gather the requirements for graphics to get in game. Also maybe the current active graphic developers could share their different workflows from blender model to in-game graphic, what program/version you use, what you do manually, which scripts you use (and where to find them),... So those keen on providing graphics for the game have something to start off of. Blender general
Blender output properties@current active graphic developers: What are your settings?
ResizingTo get the blender output to the right in game size I take it you crop all empty space and resize e.g. with GIMP (with interpolation turned off) to the right dimensions.
Now I found on the BlenderPerspective page that menu pictures are 24x24. Wares use the same size as queue_empty picture (which is in px?) and on-map pictures are resized to their appropriate size. Which is quite helpful. Animationstba Corrections, comments, additions - please Top Quote |
Nordfriese |
Posted at: 2021-06-24, 10:32
So here's the advice from the only active graphic developer who uses Blender I mostly ignore that page and the weird settings it suggests, and I do not use the python scripts. My workflow is like this:
This generates the spritesheets for the animation with all scales and playercolour masks in the specified directory, with the specified number of columns, by scaling the animation down to the given factor, and generates, if you specified Hope this helps, feel free to ask if anything's unclear Top Quote |
DragonAtma |
Posted at: 2021-06-30, 02:33
My advice? Use povray, not blender. :Þ Seriously, though, they're both fine; it's just that I only know povray and, therefore, cannot help with blender. Top Quote |