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« Reply #1 on: March 30, 2006, 09:59:09 AM » |
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Here's some guidelines i've given the team :
Weapon model polycounts Weapons : v_ models 2000, p_ models 500
Hands/Claws : for use with v_ models 2000 for the full set of 2 or 4 appendages.
Weapon model skins (assuming square, multiple skins per model are good, but the total area should not exceed these guidelines) Weapons : v_ models 2048, p_ models 512
Hands/Claws : for use with v_ models 2048 for the full set of 2 or 4 appendages.
Player model Whole player model : 4000.
Head : Really depends on if you can see the face or not, if you can the head should be around 1/4 of the full player model.
If you make models that absolutely must have more there will be some leeway if you really are making use of them.
Player Skins(assuming square, multiple skins per model are good, but the total area should not exceed these guidelines) Whole Player : 2048 Head : Really depends on if you can see the face or not, if you can the head should be around 1/4 of the full skin space.
Prefered formats Models : 3DS or HL2's SMD format please.
Materials : These MUST be size to powers of 2 (16,32,64,128,256,512,1024,2048,4096)
The should be compiled and scripted for use in the folder heirarchy bellow /materials appropriate to it's use. eg skins should be in /models
Each submitted should consist of at least 3 files : * PSD or PSPIMAGE containing the source, preserving any layers use to create it * VTF compiled for use in source * VMT shader script, for use in source, reffering to the VTF
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