Graphics:Workflow Rendering Setup
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Rendering setup
Sprites will come in many different forms and the rendering setup should take all of these into account and be universally useful for all of them:
- Objects, animated and non-animated (trees, cliffs, items on ground, bushes, scenery)
- Agents (Humans, animals), an average human sprite will be 80px tall.
- Walls, Doors
- Ground tiles (simple, transitional)
Download
Blender
3ds Max
Notes on the Blender setup
- Use Camera 1x1
- Object size vs camera&render size with Mitch sampling filter:
- 1.414 camera 72x72 pixels
- 2.828 camera 144x144 pixels
- 5.657 camera 288x288 pixels
- 11.314 camera 572x572 pixels
- etc.
- Object size vs camera&render size with CatRom sampling filter:
- 1.414 camera 72x72 pixels
- 2.828 camera 144x144 pixels
- etc.
Notes on the 3ds Max setup
The 3ds Max rendering setup was created in 3ds Max 2010. It should work with earlier releases nevertheless.
Workflow
- Press Render Object and select the object to render. Ideally the Object should be Centered
- Press 4 sect square
- Make sure your animation range is set to 4 frame
- Press Create Camera: tadamm
Manually creating the rendering setup for your preferred 3D modelling environment
Plane
Start by adding a plane at X=0, Y=0, Z=0 with 1Unit x 1Unit in size. We use this plane later on to verify that all is setup correctly and the rendered graphics have the correct dimensions.
Camera
- Location: X=5.970, Y=-5.970, Z=4.875
- Rotation: RotX: 60°, RotY: 0°, RotZ: 45°
- Lens scale=1.45, ortographic projection
Light:Sun
- Location: X=4.417, Y=-1.444, Z=9.946
- Rotation: RotX: -25.049°, RotY: -4.874°, RotZ: 244.351°
- Type: Sun
- Energy: 1.3 (You might need to experiment with this depending what program you use. In blender the energy ranges from 0.0 to 10.0)
- Color: R0.998, G:1.0, B:0.957
Light:Shadow
- Location: X=4.417, Y=-1.444, Z=9.9544
- Rotation: RotX: -25.049°, RotY: -4.874°, RotZ: 244.351°
- Type: Spot
- Energy: 1.5 (You might need to experiment with this depending what program you use. In blender the energy ranges from 0.0 to 10.0)
- Color: R0.998, G:1.0, B:0.957
- Angle of spotlight beam: 70.25
- Softness of spotlight edge: 0.15 ( Maybe blender specific. Ranges from 0.0-1.0)
- Raycasting shadow with 1 sample
Light:Ambient
- Location: X=9.963, Y=-4.109, Z=-3.652
- Rotation: RotX: -146.103°, RotY: -64.931°, RotZ: 180.728°
- Type: Hemi
- Energy: 0.15 (You might need to experiment with this depending what program you use. In blender the energy ranges from 0.0 to 10.0)
- Color: R1.0, G:1.0, B:1.0
- no specular shading
Ambient occlusion
- 10 samples
- energy 0.6
Render test
- Turn on ambient occlusion
- Set your render size to something like 72x72 pixel
- What we want is a diamond shaped tile which meassures 72x36px and has 2px at the top and bottom row and 2x2px to the left and right:
