The goal of this page is to define how the objects should be modelled for the game, and to details some specific steps for game assets compatibility.
An object must be set up inside a 1x1x1 frame, of the default size.
Create a cube at the default size
Add a “Wireframe” modifier to the cube
The Camera, Cube and Light(s) objects must always be located in the default Collection.
The object must fit inside the 1x1x1 frame, that represents the main grid of the game.
Each object must have 6 versions, also called “steps”:
Placeholder version: Which is a minimum representation to show the player that the object will be constructed here.
WIP 1 version: representing the 1st step of construction, as an evolution of the step #1.
WIP 2 version: representing the 2nd step of construction, as an evolution of the step #2.
Operational version: That is the object in it’s normal form, fully constructed. This step is an evolution of the step #3.
Destroyed version 1: When the object is destroyed, this version can be used. It must represent a damaged version of the object.
Destroyed version 2: When the object is destroyed, this version can be used. It must represent a damaged version of the object. It must be a different version that in the step #5. Any of the 2 versions can be used randomly to show a destroyed object.
In Blender, the object must have a specific collection with the object inside.
Ideally, only each collection must have 1 component.
All the components of all the steps will be using a unique texture.
Example of a Wall, from left to right, steps #1 to #6.
Obs.: In the Blender file, all the versions of the object must be at the same position and orientation inside the 1x1x1 frame.
The model must be low-poly
Curved objects can be bevels of 3 to 4 intermediates faces
There is no limitation of angles for faces and edges (the objects are not “voxelized”)
Each model must have a UV map which is sharing the same texture.
It is recommended to start working with the model #4 (Operational version) to have a complete UV map and the object texture, so the others UV maps can be adapted to the positions of the texture.
In the example image, the step #4 is sharing the same texture as the step #3.
For an object, the recommended texture is 1024px x 1024px, and the alpha channel can be used when necessary for transparency (for example, a wall texture with a glass window).
Some details can be added in the textures (arrows, codes, and other symbols).
The texture must be saved in the PNG format.
The main textures used in the objects can be downloaded here and reused in this project only.
Other textures can be used from the site EnvatoElements (let us know, and we download the texture)
A thumbnail must be created from a camera view of the operational version of the object.
A rendered image must be created with a transparent background (transparent film option) with a resolution of 256px x 256px, and saved in PNG format.
Usually, we set the scene with 2 or 3 lights to have a better rendering.
To export the object, all the steps must be selected to be exported together in a unique FBX file, using the “Selected Objects” option, and the default exportation options.
All the created resources must be shared in a Zip file, using the name of the object.
All the textures, the thumbnail, FBX files and Blender file must be in the zip file.
We provide an example of a complete object that can be used as a reference for creating new ones.
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