Graphics:Workflow

This page is intended for stuff about the workflow for creating visual assets. It's a wip and a colection of random thoughts and stuff, so not really usable yet.

Random thoughts

 * Should we rather use one specific 3d modeling software? We'll need to consider the amount of work it takes to create and update lighting templates and render scripts for each supported modeling environment.
 * Blender should be the prefered 3d modeling software, since we only have people with Blender experience. Rendering setups for other 3d applications can be made once the actual users of these 3d apps come and show interest in contributing to pargp. They would have to create the rendering setup in their 3d app, which should produce as similar results as possible as the original. We could of course give useful info how the blender rendering setup is created.
 * Trying to avoid too clean, sterile look (like found in Fallout: Tactics).
 * A good balance between polished graphics but yet not sterile look can be seen in the Troika game Arcanum. This could serve as inspiration for the right balance between grittyness and graphical beauty.
 * Ask the Author of Eschalon Book 1 how does his engine handle tiles and sprites in general.

Links to future articles

 * How to create ground tiles
 * How to create generic map objects (not animated)
 * How to create generic map objects (animated
 * How to create fake cliffs
 * How to create inventory items
 * How to create animated agents
 * How to manage files for PARPG