From Ryzom Forge Wiki
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* '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map. | * '''wiedii''' : LD/HD modeling, retopo, détails via texture/Normal-map. | ||
* '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets<->graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres. | * '''YannK''' : connaissance des étapes de création pour NeL et des liaisons Datasheets<->graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres. | ||
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+ | =Tutorials= | ||
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+ | {{ToTrad|DE|DE translation needed please.}} | ||
+ | {{ToTrad|ES|ES translation needed please.}} | ||
+ | {{ToTrad|FR|FR translation needed please.}} | ||
+ | <div style='clear:both;'></div> | ||
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+ | * [[:forge:3DSMax_supports|3DMAx supports]] | ||
+ | * [[:forge:How_to_see_easily_a_.shape_ingame|How to see easily a .shape ingame]] | ||
+ | * [[:forge:Polygon_counts|Polygon counts]] | ||
+ | * [[:forge:EN_textures|Textures]] | ||
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=Current tasks= | =Current tasks= | ||
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=Tools= | =Tools= | ||
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Revision as of 22:41, 26 August 2014
The EN Infographic page holds the articles about the objectives of the Graphic team. Beginners and interested to know more can have a look on the Tutorial for outsiders.
Contents
Volunteers
The volunteer of the graphic group are joinable on IRC.
- Aileya : professional artist 2D-3D.
- Anarkia : professional artist 2D-3D.
- Hideaki974: 2D-3D artist.
- Pouffie
- Ryuujin : 3D Modeler, with some knowledge of texturing, rigging, skinning and animation.
- SIELA1915
- velogfx
- wiedii : LD/HD modeling, retopo, détails via texture/Normal-map.
- YannK : connaissance des étapes de création pour NeL et des liaisons Datasheets<->graphisme ; connaissances de base sur la chaine graphique 2D (vectoriel/bitmap)/3D (modélisation/topo/texturing/skin/rig/animation/rendus) mais seulement sous outils libres.
Tutorials
Current tasks
- Realisation of Karavan, Kamist, Maraudeur, Trytonnist and Ranger flags: Aileya
- Realisation of all the already existing assets list: Osquallo
Link : http://forge.ryzom.com/wiki/EN_Already_made_stuff
- Creation of a zoraï drinking glass: Aileya
- Creation of a zoraï drinking glass: Ryuujin
Assigned tasks
- Realisation of a list of every assets that have to be done (like chairs, tables, beds, ...): Anarkia
Links : http://www.yubo-flaneur.fr/public/images_hosting/work/ and http://atys.wiki.ryzom.com/wiki/Already_made_stuff
Tasks to assign
Non-exhaustive list, everyone is free to create what he wants, in accordance with the coherence of the Atys world. Please don't hesitate to assign you a task!
- Complete the "Tools" part of this page. -> ?
Please write the names of the useful tools for the graphic group + links if useful.
- Complete the "Tutorials" part of this page. -> ?
Please write the titles of the useful totorials for the graphic group + links.
- Create Tryker glasses -> ?
- Create Plushies -> ?
Be free to choose any animal's plushy you'd like to create.
- Create stuffed animals to put in the apparment as a trophy -> ?
Be free to choose any animal's trophy you'd like to create.'
Finished creations
- Tryker flag, by Aileya
- Matis flag, by Aileya
- Zoraï flag, by Aileya
- Fyros flag, by Aileya
- Teddy-Gubani and its icon, by Madi
- Matis glasses, by Aileya and Anarkia
- Fyros glasses, par Aileya
To know more: the roles of the graphic work
Realisation of assets from the datas fed by the artistic direction and supported by the NeL/Client. There are a few steps:
- concept/design : creating visuals or validating existing visuals coherent with the Lore and the universe of Ryzom. Pre-requisite: we strongly recommend that you be good at drawing/illustrating.
- modeling : realisation of a mesh based on the chosen concept, the technical restrictions of the NeL and the Ryzom client, and the unfolding of the UVs.
- texturing : realisation of a targa picture (.tga) that will be applied to the 3D mesh in function of the unfolded UVs, and coherent with the visual elements already existing in the game. Pre-requisite: we strongly recommend that you be good with drawing and / or observing.
- rigging / skinning : realisation of a skeleton that can be animated and applying it to the 3D mseh (if there is need for animation!)
- animation : creation of key-pictures and d'inters en fonction d'une durée définie en images (fps) [Si besoin d'animation !] - Pré-requis fortement conseillés : savoir animer.