Accessories

Accessories are objects that are associated with a character, such as earrings, hats, necklaces, and watches.

The following will tell users how to build an accessory, and how to properly align it to the character.


  • Open one of the sample 3DStudio Max files, relevant to the accessory you are creating (e.g. The necklace file if you are making a necklace, the hat file if you are making a hat).
  • Build your object in 3DStudio Max. Be mindful of the polygon count. Given the size of most accessories, keep the polygon count below 100, where possible. Look to cull redundant polygons, or polygons that won't be visible when the object is placed on a character
  • TIP: Don't be restricted to items identical to those in the game. Think of clever uses for the accessory slots: A necklace can be used to create a backpack for the character; Eyeglasses can be used to make elaborate masks; Objects can be animated!
  • Match the position and rotation of your object to that of the sample file.
  • When the two objects are lined up exactly, align the pivot of your object to that of the sample file.
  • With "Affect Pivot Only" turned on, use the align tool to align the pivot of the new object to the pivot of the sample object. Use the settings as shown right.
  • Create a texture for your object. For jewelry, the textures should measure 32 pixels wide by 32 pixels tall. For larger accessories, such as hats, you can use larger sizes, in powers of 16 (e.g.. 64x64, 128x128). When developing Playboy: The Mansion, Cyberlore made textures that were 64 wide by 32 tall. This was to accommodate the technical necessities of cross-platform development. In this case, square textures are more efficient. Avoid small details on small objects. Once in the game, most accessories will only be a few pixels tall; adding superfluous detail to the texture "muddies" the overall quality of the object.
  • Textures should be saved as 24-bit targas, to ensure a high color quality. The user should avoid the use of alpha channels, as they require more processing power and more finessing to work correctly.
  • Apply the texture to your object in 3DStudio Max. You may use whatever mapping technique works best for the particular object. For the development of Playboy: The Mansion, Cyberlore textured the majority of objects using a "box" UVW Map combined with the "UVW Unwrap" modifier.
  • Once the object has been textured, you are ready to export the object using the Gamebryo plug-in included on this disk.
  • Make sure you delete the sample object from your scene, and save your 3DStudio Max file with a new name!
  • Export your object to the /playboy/data/accessories folder. Give it a name as you'd like it to appear in the game. (E.g. Viking Helmet.nif would appear in the game as "Viking Helmet.") You can use spaces in the name.
  • Use the Gamebryo settings as shown on the right.
  • You will need to create an .XML file for each object you add to the game. Edit the .XML file included in the sample folder and rename it exactly as you have named your .NIF file! (e.g. Viking Helmet.nif would need a corresponding .XML file called Viking Helmet.xml) Follow the instructions within the .XML file for proper placement.


Resources HOME Tutorials
Tools Clothing Textures
Samples Shoe textures
Terminology Accessory textures
Tips


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This Tutorial and its contents are Copyright © 2004 Cyberlore Studios, inc. No part of this tutorial or the art displayed within it may be sold in any way.