Difference between revisions of "Art for Total War - Terminology"
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Revision as of 00:11, 16 October 2007
Introduction
This is meant as somewhat of an overview about many aspects of art for the Total War games. Its intended towards new modders but I hope experienced modders can take things from this as well. It is not intended as a tutorial or "how-to" for anything specifically, it is meant to provide overview and grounding for different areas of 3D art and modding.
Fortunately for the entire community, modding TW art-wise is easy. The specs are low, the meshes are similar, the texture layouts are nice and straight, and the content of the mods is somewhat limited. For the beginning artist, especially those without proper training, this means you can still achieve quite a lot without much art skill or experience.
Terminology
If you're not familiar with computer/game art, some terms may seem alien. I'll give a very basic overview of common terms here in alphabetical order. I will assume you know the very basics of 3d art (such as what a texture, model, vertex, or polygon is). If you are new to 3D, then I strongly suggest getting a good grasp on the following list before you continue on.
- Binding
- The process of assigning vertices to bones. The vertices take on a child relationship according to their weight (between 0 and 1) to the bone, which acts as the parent. Also called weighting, painting weights, or incorrectly called rigging.
- Bone
- Object that vertices of the model are attached to.
- Child
- An object that inherits its transformations from its parent object, and can move independently as well.
- .dds, Direct Draw Surface
- A compressed texture file, the format Total War games use for unit textures and more.
- Gloss map
- see Specular map.
- Hierarchy
- Series of parent-child relationships.
- Normal map
- Displays the "bumps" on a surface. They have an overall blue color (128, 128, 256 RGB to be exact).
- Parent
- Controls the transformation of its children. When you move, rotate, or scale a parent, the child objects behave accordingly, using the parent's pivot point as their own.
- Polycount
- Correctly refers to the number of triangles in a model.
- Polygon
- A polygon is a 3D surface connecting 3 or more vertices.
- Quad, Quadrilateral
- A 3D surface connecting 4 vertices. A quad is composed of two triangles.
- Resolution
- Concerning art, usually refers to the size of a texture, in pixels. All texture sizes must be in a power of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096).
- Rig
- The system by which animators manipulate bones that animate the character. It also incorrectly refers to the binding or weighting of a character.
- Skeleton
- A hierarchy of bones that create the armature for animation of a character.
- Specular map
- This controls the highlights, or shine, on a surface.
- .tga, Targa
- An uncompressed texture file, which means the image does not lose any detail when it is saved (in comparison to something like a jpeg which can have all sorts of artifacts. Its file size is also very large, and thus not often used for display of real-time content.
- Tri, Triangle
- 3D surface connecting 3 vertices. All 3D surfaces are broken down into triangles.
- Weighting
- See binding. Also called painting weights.