
Originally Posted by
S2Ari
There are 3 LOD's: High, Medium, and Low - Yes, you must make all 3 yourself.
Polycounts (Triangles):
High: up to 3000
Med: up to 1200
Low: up to 500....i think - if you can't manage this, try to get it as low as possible, we have a few that are a bit over the limit.
Textures - all 3 LOD's use the same textures, unless UV's of the Low are drastically different, thus a separate texture is needed - if this can be avoided, it is best.
Here are the following texture maps we can do as of now:
Diffuse
Normal - Although some characters don't appear to be supporting it, Normal Maps can work properly on flipped/mirrored UV's
Specular
Specular Color - as of now, if this is used, it becomes the specular "level" as well, and there is no need for a greyscale Specular Map
Opacity - Pretty much only black and white - no shades of grey. It is possible to do gradations, but we haven't used it on any models in this game. It can create visual problems when the model is on top of other half-transparent things - like the river/water shader.
Glow/Self Illumination
Occlusion - we can do this, but we haven't on any of the model's in this game.
One last thing you need to make is a Team Color map. This allows team colors to be possible.
The Team Color Map is always pure white. Then, in the alpha channel is where you designate where on the texture map team colors are. Coinciding with that, you make those same designated areas greyscale and brighter on the Diffuse map....kind of hard to explain without being there to show you. If you can get a hold of any hero's Diffuse and Team Color - then look in the alpha channel of the team color, I think you will get how it works.
All textures are saved as a Targa (TGA).
All texture maps are 256 x 256 pixels large.
Except usually the Glow and Team Color maps are 128 x 128 - mainly because they can be smaller but still look about the same considering how un-detailed they usually are.
If you feel like it as well, icons are saved as 128x128 targa's.
All models in the game are automatically about 35% ambient - meaning, 35% self illuminated - so keep that in mind when making textures.