I have been tinkering with Blender for a few weeks now, I was hoping in the future to be able to create some models for importing into an existing DirectX flightsim game. (not referring to the blender game engine)
I havent been able to find any tutorials that give some basic simple rules to make the models suitable and compatible with a 3d game.
If I try and jot down some basic rules, hopefully someone can confirm or correct
Keep vertices down to a sensible minimum, depends on the model of course but <2000 or so as a ballpark figure
Regards texturing, use only UV mappings, do not use procedural textures, eg rgb colours, ramp shaders, specular maps bump maps etc etc.
Keep UV texture map sizes to a power of 2 and square, eg 512x512, 1024*1024 etc
Suitable sizes for texture maps again will depend on the model, for example is it a main plane model in the game or is an insignificant small model of a house that will only be seen in the background
When in doubt err on the side of making a large texture map as that can be later scaled down and still retain detail. Scaling up a map that is too small with not create detail.
This one I dont know the answer too. If creating say a vehicle with 4 wheels, I model the first wheel and then create 3 copies, but how should I create the copies ? Should I create a full copy (Shift D) or create a new instance (Alt D). Does it matter ? or maybe it will be dependent on the particular game engine you want to import the model into ?
Again not sure of this one, when creating models should I try to avoid triangles in favour of quads ? Maybe again this will depend on the specifics of the game engine you are trying to import the model into ?
Some notes on how to do UV maps with portions as transparent alpha textures would be nice too as I havent figured that one out at all yet
Please feel free to correct all my errors, I am sure there are lots of other rules that I havent even considered, please add those too