very poorly, so I do apologise for that! And something you probably already know but which is always a good reminder, most of these files are not suitable for actually storing your work: DDS is lossy, and alongside MP3 is a sort of digital equivalent of cassette tape, so keep the originals in Gimp/Photoshop or at least PNG format. Laughing Leader's tools are not essential but useful for finding problems and so on. As well as converting the files it also deals with unpacking the archives they're stored in and decoding the "binary XML" configuration files it uses. Hopefully the game will be documented somewhere in sufficient detail (usually by the modders) for you to figure this out.įor BG3, you need two main tools: Norbyte's tools over on Github, which convert between the GR2 "Granny" files used by BG3 (this is a proprietary format popular with developers and unpopular with modders) and an intermediate one which can be read by Blender, in this case Collada (.dae). The exact implementations vary from game to game but typically your moveables will need an armature (skeleton) and your statics will need a collision box. It can be used for static things such as architecture and movable things such as characters and what they're wearing. But I figured out enough of the basic so create and alter models. what colour it is) the normalmap (how bumpy it is, to give the texture some, well, texture) and a specular map to control reflectivity and stuff.īlender is something that takes a bit of getting used to and in over a decade that still hasn't really happened with me. The textures often have at least three components: the base or diffuse map (i.e. decreasing ¼-size copies of the image) for files that are displayed in the 3D world but without them for 2D stuff show in e.g. I have a feeling it's a bit older, but most games use the older formats anyway, typically DXT5 if there's transparency and DXT1 if there's not, and with mipmaps (i.e. I forget offhand which plugin I use I think it is the nVidia one but I'm not certain. Most video games use DDS files ("DirectDraw Surface") and most applications don't support it natively, helpfully. Those two tools will also need add-ons to convert between the relevant formats. I don't use those so can't comment about them. The no-budget approach to these is nearly always Gimp and Blender respectively, but people with a budget (or who already use the software) will use the likes of Photoshop and 3D-Max or some other equivalent. To do pretty much anything with video games you need tools to work on textures and meshes. I am quite definitely not a very artistic type so my advice may be of marginal use! I am a programmer and sysadmin by trade, though I suppose I did actually do very well at engineering drawing back in the Dark Ages. I would really appreciate any kind of advice, Digital modeling programs I should learn to use, Courses that would be worth attending to, ways to get in touch with the developers, you name it. I admit that so far I only managed to play Divinity Original Sin 2 among Larian Studios games, but I have been absolutely stunned by the environments, atmosphere and the absolute attention to detail.ĭivinity perfectly embodies the quality I generally seek in games and, pardon my naivety, would strive to achieve if I ever were to develop one.īefore making this thread too long (and a fool of myself), I will get to the point. So what better place to start asking questions, I told myself, than one of my favourite game developer forums? Since it has always been a dream of mine to."commune" my career choice with the virtual world-building in video games, I wanted to learn what it would take to work in this industry (and if it would actually be possible, that goes without saying). I am a young italian architect, fresh out of university (got my degree on July). A bit of an introduction is in order, I think, so here we go:
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