Last updated 08/03/2018
This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team.
- Do not post suggestions. Create a new topic or use any suggestion thread.
- Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter.
- Do not post references. Use the relevant task thread.
- LEGAL WAIVER: Please read this before contributing and abide by it.
*We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D
Blender 3D UV unwrapping tips
How to export animations from Blender3D to 0AD
Tips & requirements of the engine:
- Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals.
- The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space.
- We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain.
- To get the correct scale it is very useful to import a building from the game into blender as a reference.
SIMPLE TASKS
ESSENTIAL TASKS
BUILDINGS
UNITS
UNITS ANIMATIONS
OPTIONAL TASKS
BUILDINGS
PROPS
ANIMALS
FLORA
GEOLOGY
UI
Portraits