Editing Modelling guidelines

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* the model should generally not have any bits sticking out too much since they will clip into adjacent things. A good model can fit "neatly" inside a sphere or a box.
 
* the model should generally not have any bits sticking out too much since they will clip into adjacent things. A good model can fit "neatly" inside a sphere or a box.
 
* the model should be split into separate pieces, which double as the 'bones' of the model (skinning is supported with up to 4 pieces/bones per vertex though). More technical info at [[Blender_To_Zero-K|the more technical modelling guide for Blender]].
 
* the model should be split into separate pieces, which double as the 'bones' of the model (skinning is supported with up to 4 pieces/bones per vertex though). More technical info at [[Blender_To_Zero-K|the more technical modelling guide for Blender]].
* use the existing model as a reference for the order of magnitude when it comes to polygons, perhaps check some similar units from the same unit class (there's [https://github.com/ZeroK-RTS/Zero-K/issues/5214 a ticket aiming to produce a full listing], maybe it will contain something interesting by the time you read it). As a ballpark you can get into thousands unless the unit is particularly spammable (say Flea).
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* you can have quite a lot of polygons (Glaive is 1000+) but keep the texture on the smaller side. If you plan to remodel a handful of similar units it is an excellent idea to use a shared texture (atlas) between them, which gives benefits in visual consistency and rendering performance and is a good reason to make the texture a bit larger.
* keep the texture on the smaller side (say 512 or 1024 unless it's a rare unit), again check the ticket above or look at similar units. If you plan to remodel a handful of similar units it is an excellent idea to use a shared texture (atlas) between them, which gives benefits in visual consistency and rendering performance and is a good reason to make the texture much larger.
 
  
 
== During work; initial feedback ==
 
== During work; initial feedback ==

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