Creating some concept art guidelines
  • Hi folks,

    I just wanted to kick off a discussion on what concept art guidelines we would like to set up for WorldForge. This would provide concept artists a good place to start.

    The only part I'm already sure about is about the license. Other than that, could I get some input from the 3D people? Waht do you guys need?
  • lemmesee..
    I would expand to art guidelines.. since there is enough to do there too


    Formats
    .3ds/.mdl/ogre/.cal for realtime 3d
    .png/.dds? for realtime 2d
    Tutorials/exporters/settings for media export
    Material standards.. normal mapping etc..


    Explain templating system, its strenghts and weaknesses, and how it works together with svn
    add to this consept art guidelines like 3-view drawings combined with 3d studies. show how one can propose template usage in the sketches..


    Explain WF artistic style (realistic but not photorealistic, lowpoly but futureproof) and hint on how this can be achieved

    Explain our push towards procedurally generated object media, using artist made building elements. Describe mercator and herbiforge, with current status, and future possibilities

    A good start is to import stuff that seems relevant from wf.org there is a lot in there.. it mainly needs sorting

    oh.. and sprinkle it all with cool looking artwork.
    Jayrs castle should feature prominently.


    Happy writing.. Andor (munin)
  • I think that would do nicely for an update on WF.org then. I think I'll give that a go.

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