(i made a new account but im actually a shy polycounter of several years and I know how to model etc.)
after a long break away from modeling I'm planning on making some buildings for Dayz. (i tagged Arma3 in this because it seems a lot of the workflow is identical but somethings are different and this post could help arma people etc)
Currently the only problem is getting hold of enough information about the best workflow for texturing the models I intend to make.
I dont intend to do the porting, other people will do that, but i have to provide them with models in a game ready state, this includes the LOD models, as well as the hit boxes etc ( there are few other meshes, similar to hit boxes, for ai and things like that I wont go into that here.)
a lot of the modders/modellers I've spoken to online all have really varying levels of advice, and I've found the various online groups for discussing modding dayz very mixed in their views, some aren't fussed about the file sizes.
also sometimes those communities aren't too nice, if I ask the same question twice, on different communities, i will often receive a dm from someone scolding me for asking a question twice. etc. and I've found that a bit stressful to deal with, especially when you want to provide that community with free labor.
for example with my own experience with 3d environment/building texturing, I started off texturing scenes for architectural renders, which involved applying tiled textures in Google Sketchup to my bosses' models. size wasnt an issue for this and I could have a folder full of loads of 512 textures.
then I moved on making game assets, using tiled trim sheets and striving to squeeze as much visual data on to a 1k atlas map.
how many shaders/materials can I give to an object?
now with Dayz, I can't find a clear answer from people regarding how to compile the visual data, how many maps/trim sheets, should a building have? (an ideal number)
do I need to produce mip maps? or does the engine generate those?
would you go with 2k or 4k? (someone told me the buildings they have made use loads of 4k tiled textures ! thats not trim sheets, thats loads of individual textures at 4k, which seems a bit absurd waste of memory or a bit amateur.)
How many uv maps can the models allow? is there a particular naming convention etc?
once i know this stuff, I can actually move on and make something, (speaking for myself) there is no point making anything until I know how it will be uv mapped so I know if it has parts which I will bake etc.
Replies
I think you got it backwards. Testing case by case basis is the professional approach. Because it is the only way to know.
Make something based on the information you have now (frank outlined what the specs are in a recent challenge so that is probably as good as you can get), and get it in engine. Identify any problems. Then you'll be able to get it right through process of iteration (i.e., doing the work many times).
That's called testing. Everybody does it. Nobody can avoid it. If you don't like doing work many times, you won't be a professional. That's just how the work goes. How do you think technical requirements are determined in the first place? Somebody spent time testing.
It's not a "my daddy beat me, so I'll beat you" thing. It's just that you cannot know what the truth actually is until you do the test. Every situation is different so a responsible person who understands the work environment isn't going to say, "this is what you must do." Because they haven't done the test. They don't know.
Having a narrow scope of responsibility and not having to do any testing will only exist on the largest teams and at the lowest levels. In making mods or your own projects, you'll never be able to work like that. The biggest part of your workday will be spent testing to figure out tech requirements and designing workflows through iteration. Once everything is figured out, then you actually grind out some art. Then you learn something new and go back to the testing phase. It never ends.
If you just want to make models and textures and not worry about anything else, you can do that but it would have to be part of a large team.
so regarding my original question, do you have any idea if they use a single atlas texture or just a folder with loads of individual tiled textures in them?
quick search i see at least five tutorials like this ^
I skimmed through a couple and it looks like most vehicles are using a single texture image for most of the body. Probably other parts use another, and of course there is extra decals sometimes to.
So I think you are safe to assume a building can use a few texture sheets or more. If you go slightly overboard it's not the end of the world, you can always repack.
If you don't know a lot about how shaders typically work but you can get the textures from an existing building, it wont be too hard for any enviro artist to understand how they are being used. That is a more specific question that can yield a more specific answer. But you have to do some leg work first obviously.
Get ahold of an existing model and it's textures - one from bohemia base game would be best - and you'll be a lot closer to answering your question. Enviro artist can help you understand what you are seeing, doesn't have to be somebody who knows about modding this game.
Here is a tutorial series from Radiant (Call of duty) patch modeling, it's very relevant even for modeling in other engines / other softwares
https://www.youtube.com/watch?v=3EmyjrIELjg
Check the youtube channel for much more tutorials. I guess you can watch them at increased speed as you don't really mind knowing the Radiant (engine) UI but there are some good tips given out loud in there.