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Artist: What kind of sorting
is used? Per-pixel Z-buffer? Per-face BSP-tree sorting?
Producer: Z-buffer sorting, with object culling.
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Tech: The main purpose of
this question is to determine whether intersecting faces are supported
(Z-buffering allows intersecting faces, but most other sorting methods do
not), but the answer can affect other areas as well.
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Artist: Are there any special
shapes that should not be built?
Producer: No line-face, point-face, or 1,000:1 skinny faces.
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Tech: This question reflects
the fact that some graphics engines don't cope with strange faces, such as
a "line-face," which only uses two vertices, or a "point-face," which only
uses one vertex. Also, some engines don't handle long, thin faces well (such
as a triangle that fits in a 1,000¥1 rectangle). Asking this question
should reveal all those special cases, if there are any.
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Artist: What's the screen
size for this application?
Producer: 640x480
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Tech: This very important
question tells us what resolution the textures should be, and can also be
used to determine the size of detail the on-screen objects will need. For
example, if the answer was 320¥200, then a smaller fur texture might
be O.K., and perhaps the gaps between the teeth wouldn't be worth modeling,
since they would always be far less than one pixel wide.
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Artist: How will the models
be seen? What viewpoints does the player use during the course of the game?
Producer: The camera will orbit the cat, barely within the room. The
cat will rarely take more than 25% of the screen width, and usually only
10% or so. We won't see the cat's underside very often - the view will be
mainly from a six-foot-tall person's standpoint, much as you'd see a real
cat in a living room.
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Tech: With enough information,
the optimal size for an object is a known quantity. In this example, multiply
the screen width (640) by the cat's length on screen (25%) to conclude that
the cat's optimal size is about 160 pixels long. This number is useful when
choosing texture sizes (128¥128 for the foot is way too detailed) and
geometry detail.
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Psych: This is probably the
hardest question to which to get a straight answer. Of course, RT3D means
the viewpoint usually isn't defined, and the designer can't know the viewing
positions. The good news is that artists only need to know very general
information: what parts will be scrutinized, and which are rarely seen. Ideally,
they will know more: how and where the object will be in the scene, what
the minimum, maximum, and typical viewing distance will be, and what the
field of view is.
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