Technical Specification
3ds max
–Modelling unwrapping
Photoshop
-texturing,
other maps
Zbrush
-high level
detail
Xnormals
-Map
generating
Ndo2
-Map
Generating
CryEngine
- Level
Creation
Technical limitations
Officially
there is no budget for the project only that The main technical outcome will be
to have a fully textured and lit version of you level running at least 25 hertz
(25 frames per second).
As a rough
budget and judging on the asset list created, we decided to have a rough
estimate tri limit.
For small assets- 512x512 or equivalent
Diffuse,
Specular, Normal’s
For larger assets- 2x 1024x1024 or equivalent
Diffuse,
Specular, AO,
512x512 for
Normal maps.
Tri limit
Large
assets
Modular
House’s- 10 000
Gateway-15 000
Tavern- 15
000
Church- 20 000
Bridge
entrance- 20 000
Small
assets-1-2000
Group
roles
Liam
Technical
Art Lead the artist
who knows how to get the level and objects working in your chosen engine
technology. Blocks out the initial layout. Produces the Technical Specification
so the rest of the team can import assets and levels into the game engine.
Kat and James
Art
Director the artist
who has determined the look and feel of the environment and has the overall
view of how the environment should look, and keeps the art style between a team
of different artists consistent.
Heidi
Producer Will need to break down all of the
tasks that are needed to be done in order for the final goal to be achieved.
The producer will need to make sure backups are made and that you create a
weekly build so that the level can be shown tested and progress noted.
Heidi, Kat, Jimmi, Nizaam, Liam and
James
Artists all the above roles will also
include art production. The rest of the artists will have to take
responsibility for their personal schedules and make sure you support the
Producer. It would be an idea for the artists to have responsibility for areas
such as lighting, mesh and asset creation as well as texturing.
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