Utility:Obsidian/Art

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  • Textures and models for Obsidian must be renderable by OpenSceneGraph. Use OSGEdit to test it.
  • A link to a repository for accepted art will be provided a bit later.
  • Non-original art contributed to Obsidian must not be copyrighted, or must be distributable publicly under a free-art type of licence
  • Original art will be accepted on the condition that it is distributable under a free-art type licence (exact licence to be determined later)

If you have suitable art to contribute against an objective, add a list entry in the Candidate section with the same name as the objective, and make it a link to the candidate art files. Multiple candidates per objective is allowed, so that the art director (once we choose one ;) can make the final selection and move them to the Accepted section.

The current art will go towards the primary Obsidian art pack. The style for this art pack is realism - how realistic can we render a Dwarf Fortress map? Textures should be as photo-realistic as possible, models should represent 15th (is that the best time period for DF?) century objects and architecture.

Later we can add additional art packs containing different visual styles (cartoony, gritty, psychedelic, etc.) and architectural styles (fantasy, eastern, gothic, etc.)


Concept Art[edit]

Links to original or found art; examples of how the models should look.


Textures[edit]

The generic versions will be the default textures used when no specific versions exist.

Requirements[edit]

  • If a texture is marked (tintable) it needs to be color-neutral enough to allow for shader-tinting to a DF color (one of the basic 16). This will give us good variety without needing masses of textures.
  • Textures should include bump maps
  • You can provide hand-tuned mipmap versions if you prefer, otherwise OSG will generate them automatically
  • Texture size must be power-of-2 and square: Ideally 512x512 (or larger?)

Ideas[edit]

  • Would it be possible to stamp a design onto both the texture and bump map for a stone type, to achieve the effect of bass-relief engravings?

Objectives[edit]

Stone[edit]

  • Generic version (tintable)

Wood[edit]

  • Generic version (tintable)

Metal[edit]

  • Generic version (tintable)

Glass[edit]

  • Green (transparent)
  • Clear (transparent)
  • Crystal (transparent)

In Progress[edit]

Owner Objective Progress

Accepted[edit]

Models[edit]

Requirements[edit]

  • Try to keep a low polycount. Providing multiple LOD versions is highly recommended.
  • Animations are allowed, but only if you can get the model to animate correctly in an OSGEdit scene

Objectives[edit]

Statue[edit]

  • Generic version, (opened and closed)

Draw bridge[edit]

  • Generic version, (opened and closed)

Door[edit]

  • Generic version, (opened and closed)

Floor hatch[edit]

  • Generic version, (opened and closed)

Flood gate[edit]

  • Generic version, (opened and closed)

Grate[edit]

  • Generic version, (opened and closed)

Cage[edit]

  • Generic version, (opened and closed)

Cage[edit]

  • Generic version, (opened and closed)

In Progress[edit]

Owner Objective Progress
nbonaparte Door Initial meshes. open and closed. PM me on the forums if the hosting site spits it out, they're only 3 kb 3ds files.

Accepted[edit]