Reviewing 3D models
Posted: Sun Jan 11, 2015 2:49 pm
If you have any points that you consider needed as further checkpoint, let it be known here. These points are only for non-animated object yet.
1. Functional
Items
-Are the filenames and IDs correct?
-Polycount appropriate?
-Does the size make sense?
-Do the values of the object make sense?
-Are there icons (and groundmeshes in case of clothing)?
-Can the item be equipt properly? Is it assigned to the correct body parts? Do certain npc-animations not cause issues?
None-items
-Are the filenames and IDs correct?
-Polycount appropriate?
-Does the size make sense
-Does the object feature a functioning collision object or the NCO-flag? (very low-poly objects can do without a collision object)
Textures and Icons
-Are the filenames correct?
-Are the texture dimensions apropriate?
-Does the dds-file use the right compression? An opaque texture should use DXT1. Textures with Alpha can have DXT3 or DXT5.
-Does the dds-file have mip maps?
Interior Tiles
-Do the tiles snap properly?
2. Visual
-Are there notable holes in the mesh?
-Are there apparent uv-stretches?
-Does the object stylistically appear fitting in the game environment?
-Does the object appear sensible in the world context?
3. Testing
To verify the above points, each object is tested ingame. Clothing and armor must be tested with a female and a male character respectively. Collision is tested by walking and jumping against the object.
1. Functional
Items
-Are the filenames and IDs correct?
-Polycount appropriate?
-Does the size make sense?
-Do the values of the object make sense?
-Are there icons (and groundmeshes in case of clothing)?
-Can the item be equipt properly? Is it assigned to the correct body parts? Do certain npc-animations not cause issues?
None-items
-Are the filenames and IDs correct?
-Polycount appropriate?
-Does the size make sense
-Does the object feature a functioning collision object or the NCO-flag? (very low-poly objects can do without a collision object)
Textures and Icons
-Are the filenames correct?
-Are the texture dimensions apropriate?
-Does the dds-file use the right compression? An opaque texture should use DXT1. Textures with Alpha can have DXT3 or DXT5.
-Does the dds-file have mip maps?
Interior Tiles
-Do the tiles snap properly?
2. Visual
-Are there notable holes in the mesh?
-Are there apparent uv-stretches?
-Does the object stylistically appear fitting in the game environment?
-Does the object appear sensible in the world context?
3. Testing
To verify the above points, each object is tested ingame. Clothing and armor must be tested with a female and a male character respectively. Collision is tested by walking and jumping against the object.