v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Utility Talk:Obsidian/Art
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
How should we determine what scale the models should be set to? | How should we determine what scale the models should be set to? | ||
− | I was thinking that we could take the single largest object in the game that fits into one square (or one character on the screen), then decide many units that is in 3D, and then use that scale for everything else | + | I was thinking that we could take the single largest object in the game that fits into one square (or one character on the screen), then decide many units that is in 3D, and then use that scale for everything else. Otherwise, we could end up with a chair that is the same size as a whale shark. --[[User:Crunch|Crunch]] 16:44, 11 June 2010 (UTC) |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Procedurally Generated Models == | == Procedurally Generated Models == | ||
Will Obsidian know everything about ''everything'' about the game, or just the stuff seen from the visual tiles? In other words, will it know that Urist McMiner has green eyes, a convex nose, brown hair, and that he likes to take long walks on the beach? | Will Obsidian know everything about ''everything'' about the game, or just the stuff seen from the visual tiles? In other words, will it know that Urist McMiner has green eyes, a convex nose, brown hair, and that he likes to take long walks on the beach? | ||
− | |||
If so, maybe we could make dynamic models of of the miners, with an assortment of possible beard, nose, hair, ear, etc. models, that then get cobbled together based on the description. We'd first need to know the range of possibilities for each aspect, though... and I'm not sure where to find that. | If so, maybe we could make dynamic models of of the miners, with an assortment of possible beard, nose, hair, ear, etc. models, that then get cobbled together based on the description. We'd first need to know the range of possibilities for each aspect, though... and I'm not sure where to find that. | ||
− | |||
We could also do something similar with statues, and items have have been encrusted with jewels, etc... | We could also do something similar with statues, and items have have been encrusted with jewels, etc... | ||
− | |||
--[[User:Crunch|Crunch]] 17:03, 11 June 2010 (UTC) | --[[User:Crunch|Crunch]] 17:03, 11 June 2010 (UTC) | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Textures == | == Textures == | ||
Here's a neat free [http://www.dualheights.se/caustics/ caustics texture generator] that I found recently. It'd probably come in handy for underground environments that have water involved (to simulate light reflections on the walls and roof, and for the light that hits the ground under the surface of the water). And it's free. --[[User:Crunch|Crunch]] 17:18, 11 June 2010 (UTC) | Here's a neat free [http://www.dualheights.se/caustics/ caustics texture generator] that I found recently. It'd probably come in handy for underground environments that have water involved (to simulate light reflections on the walls and roof, and for the light that hits the ground under the surface of the water). And it's free. --[[User:Crunch|Crunch]] 17:18, 11 June 2010 (UTC) | ||
− | |||
− |