Development > Artwork

Artwork needed

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H-Hour:
Artists seeking to contribute should look here for information about what's needed:

Where to start as an artist: Read this if you know what you can do, or what you want to do, but you don't know where to start.

Roadmap: This is the most up-to-date list of all of our existing or planned content, with indications for things that are missing.

TODO/2.5: This is the small list of artwork that we need for 2.5. These items are the highest priority and any helping knocking them off the list will be very appreciated.

TODO/General: This is the long-term list of artwork that we need for planned items.

In addition to these lists, updated or improved artwork for existing content is always welcome.

If you notice something is missing or out of date, please edit the wiki if you can or post in this thread to let us know. I will try to keep the list as up to date as possible so artists aren't confused about what's required.

p0ss:
I started going through the textures folders and creating normal maps for files which had none, I've done tex_base, tex_nature, tex_terrain and texture_mattn so far. As I went through I also created some variations on some of the textures, the system I used was: 

 variations on an existing texture: a,b,c etc appended to the original texture name

 Modifications to turn a non tiling texture into a tileable texture: -tile appended to the original texture name

 Normal maps for existing textures and the variations:  _nm appended to the original texture name

 I've done 500+ normal maps so far, and I've nearly finished tex_buildings at time of writing, I'll post updates here as I churn through them.   I don't really know enough about creating specular maps to feel confident doing a lot of them, but I figured even just normal maps for everything would be an improvement.

Normally I would host the files on Open Game Art, but since the licensing is not known for some of the source textures, and since hundreds of normals is not all that useful to other developers, I've gone with rapidshare for this lot, I hope thats not a problem.
Here is tex_base:

http://rapidshare.com/files/446618244/tex_base.zip
http://rapidshare.com/files/446619457/tex_terrain.zip

The big ones are uploading and are estimated to take another 5 hours, I'll edit this post to add their addresses when they're done.

Mattn:
thanks a lot

but (sorry that there is a but ;) ): we encode the height in the alpha channel of the normalmap - see our wiki article about it. it would also be nice if you could share the heightmaps.

p0ss:
I have done so mate, I went through all the jpgs in those directories, added alpha channels, set the mode to rgb where nessecary, then exported ran the normal map plugin using the settings from the tutorial and then saved them as pngs. If there are some without an alpha channel I am sure they are in the minority. 

p0ss:
I finally got a decent internet connection and can upload the large files, so here is tex_nature
http://rapidshare.com/files/449780624/tex_nature.zip
and tex_mattn
http://rapidshare.com/files/449781886/texture_mattn.zip

One question,  its seems rather strange that you guys use the alpha channel for height, it adds so much size to the normal map files, over the course of every texture in the game it easily adds hundreds of megs of data that could have been avoided by not using alpha channels,  does it really provide that much benefit? 

 one 1024x1024 texture i about 800kb,  but the same texture with an alpha channel is about 3,000kb, this game could potentially have thousands of textures, its entirely possible to run into the gigs of normal maps alone.   

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