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Difference between revisions of "Art for Total War - Terminology"

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==Introduction==
 
==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.
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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.
 
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==
 
==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).
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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
 
;Binding
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;Quad, Quadrilateral
 
;Quad, Quadrilateral
 
:A 3D surface connecting 4 vertices.  A quad is composed of two triangles.
 
:A 3D surface connecting 4 vertices.  A quad is composed of two triangles.
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;Resolution
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: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
 
;Rig
 
:The system by which animators manipulate bones that animate the character.  It also incorrectly refers to the binding or weighting of a character.
 
:The system by which animators manipulate bones that animate the character.  It also incorrectly refers to the binding or weighting of a character.
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;Weighting
 
;Weighting
 
:See binding.  Also called painting weights.
 
:See binding.  Also called painting weights.
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==Texturing==
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==Modeling==
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==Rendering==
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==Binding==
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==Animation==

Revision as of 19:22, 8 September 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. See also: hierarchy.
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. See also: polygon, quad, polycount.
Weighting
See binding. Also called painting weights.


Texturing

Modeling

Rendering

Binding

Animation