Tips on creating content

From Platinum Arts Sandbox Free 3D Game Maker
Jump to: navigation, search

Tips and Tricks for Creating Content

Four ways to make content:

  • 3D models (Very Needed!)
  • Textures
  • Skyboxes (Very Needed!)
  • Music+Sounds (Would be nice to have more...)

Modelling Tips:

  • .obj is natively supported as an export in Blender. However, it may have a larger filesize than md3.
  • .obj is also static: no animations.
  • .md2, .md3, .md5, .smd and .iqm formats allow for animation.
  • Try to keep the face/vertex/edge count small for better rendering. You can use normal maps and such to give the appearance of some things.
  • Depending on the 3D modeller used, you may have to find an exporter for a certain format.

Texturing Tips:

  • For textures with a ton of detail, ALWAYS save in jpg format. png files like that take up an extremely large amount of space.
  • Save your diffuse and specular maps as .jpg, and your normal maps as .png.
  • Also, use .png files for icons, GUI parts (guislider, etc), and anything with transparency, such as 3D grasses.
  • If you want a seamless texture that doesn't immediately seem to have a pattern (I'm thinking rock and such), try to use bigger dimensions.
    • Powers of two, all the way.
  • Some textures are often better with normal/bump/spec maps, which determine the appearance of a texture via shading. Normal and bump maps give the appearance of a texture with bumps, while it may not be the case. Specularity maps determine how a texture receives light.

Skybox Tips:

  • I've heard of people using Terragen to create skyboxes.
  • In-game, skyboxes can (should?) be used to view things that are outside of the map. I've read about this being used in one of the Fable games, where a skybox shows a tower (the Citadel, I believe) that can't be accessed, but there is the entrance to it at the end of the map. Think of how you'd use a skybox when making it.

Music Tips: