Rendering setup

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Established workflow.png This article covers an established workflow.

Established workflows have been discussed among and agreed upon by the development department(s). They should serve as documentation how these workflows are successfully utilized in the project.


This article covers how to set up your 3d modeling suite to create art for PARPG.

Contents

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

Blender rendering setup

3ds Max

3ds Max rendering setup

Notes on the Blender setup

  • Use Camera 1x1
  • Object size vs camera&render size with Mitchell-Netravali 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 Catmull-Rom 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

  1. Press Render Object and select the object to render. Ideally the Object should be Centered
  2. Press 4 sect square
  3. Make sure your animation range is set to 4 frame
  4. 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

  1. Turn on ambient occlusion
  2. Set your render size to something like 72x72 pixel
  3. 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:

Simple Tile Tile.png

Screenshot of rendering setup
Screenshot of rendering setup
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