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1 | Last Updated: May 7th 2023 | |||||||||||||||||||||||||
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3 | Rules | Example | Clarification | |||||||||||||||||||||||
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5 | Simple models should have a polygon count of under 1,000 triangles. | http://i.imgur.com/nJ3OHaL.png | I can't use a model that has tens of thousands of polygons. | |||||||||||||||||||||||
6 | Handheld props must have their pivot point located where the character will be holding it. | http://i.imgur.com/0uRG18g.png | If a prop is meant to be held by a character, its pivot point must be located at the spot where the character will be holding it. | |||||||||||||||||||||||
7 | Every model that is not meant to be held in a character's hands should have its pivot point at the bottom-center of the object. | http://i.imgur.com/8RFMFlH.png | I can't use a model if its pivot point is floating somewhere in space. | |||||||||||||||||||||||
8 | Every model should have its transformations frozen. | http://i.imgur.com/QjAPLH7.png | I can't use a model that is scaled, rotated, or not in the center of the scene. | |||||||||||||||||||||||
9 | Handheld props must be pointing "Forward" in the scene. | http://i.imgur.com/90J3ATQ.png | If a prop is meant to be held by a character, it must be pointing Forward in world-space. | |||||||||||||||||||||||
10 | Before modelling a room, ask me for the dimensions that the room is supposed to have. | http://i.imgur.com/VRKDlp9.png | Yandere Simulator's high school is designed so that every door, hallway, and room snaps to a grid. Every room modelled for Yandere Simulator must be modelled to exact dimensions in order to fit into that grid. | |||||||||||||||||||||||
11 | If part of a model is meant to be transparent, the transparent part needs to use a different material than the rest of the object. | http://i.imgur.com/r4G4xFy.png | The "cartoon outline" shader in Yandere Simulator does not support transparency. If an object is meant to have some transparent polygons, those polygons must use a seperate material than the rest of the object. | |||||||||||||||||||||||
12 | Whenever you are delivering an asset to me, deliver a screenshot of the asset in addition to the model and the texture. | Self-explanitory | It takes time to load my 3D modelling program, import your model, and apply your texture in order to find out if everything looks okay. It would save me a lot of time if I could simply look at a screenshot instead. | |||||||||||||||||||||||
13 | Textures should be either 512x512 or 1024x1024 | Self-explanitory | Self-explanitory | |||||||||||||||||||||||
14 | 3D models should be delivered in FBX format, textures should be delivered in PNG format. | Self-explanitory | Self-explanitory | |||||||||||||||||||||||
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16 | Naming Conventions | Example | Clarification | |||||||||||||||||||||||
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18 | When naming a mesh, use the following naming convention: | A knife's mesh should be named KnifeMesh. | Meshes should not be named "Cube" or "Object" or "Default". | |||||||||||||||||||||||
19 | When naming a material, use the following naming convention: | A knife's material should be named KnifeMaterial. | Materials should not be named "Material" or "Default". | |||||||||||||||||||||||
20 | When naming a texture, use the following naming convention: | A knife's texture should be named KnifeTexture. | Textures should not be named "Diffuse" or "Texture". | |||||||||||||||||||||||
21 | When delivering an FBX, use the following naming convention: | A knife's FBX should be named Knife.FBX | ||||||||||||||||||||||||
22 | If you create multiple textures for one object, use the following naming convention: | BookTexture1, BookTexture2, BookTexture3 | If you model one book mesh and then create multiple textures for variety, append a number to the end of the texture name. | |||||||||||||||||||||||
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24 | Units of Measurement | Example | Clarification | |||||||||||||||||||||||
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26 | Yandere Sim uses meters as units of measurement. | When creating models for Yandere Simulator, make sure that your modelling program is using meters or centimeters for scale. | ||||||||||||||||||||||||
27 | A single "space" on the Yandere Sim "grid" is 4 meters wide, 4 meters tall, and 4 meters deep. The distance between the floor and the ceiling is 3 meters. The thickness of a wall is .1 meters. | http://i.imgur.com/d2lCc0S.png | ||||||||||||||||||||||||
28 | A corridor is one "space" wide. A classroom or clubroom is 3 spaces wide and 2 spaces deep. | |||||||||||||||||||||||||
29 | A door is 2.25 meters tall. This might seem too tall, but if it's any shorter, then teacher NPCs have collision problems with doorways. | |||||||||||||||||||||||||
30 | A staircase should begin at ground level and end 2 meters higher than where it began. To reach a higher floor, two staircases would be necessary. | |||||||||||||||||||||||||
31 | Every chair in Yandere Simulator - from desk chairs to benches - should be .5 meters tall. | |||||||||||||||||||||||||
32 | Every table in Yandere Simulator should be .775 meters tall. | |||||||||||||||||||||||||
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34 | Texture Art Style | Example | Clarification | |||||||||||||||||||||||
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36 | Yandere Simulator has a cel-shaded anime art style. | http://fc06.deviantart.net/fs71/f/2014/276/c/b/mmd_stage_39_by_mmd3dcgparts-d81egts.png | Textures should be somewhat flat, with a slight smooth gradient, and few details. | |||||||||||||||||||||||
37 | http://fc08.deviantart.net/fs71/f/2014/282/1/7/mmd_stage_45_by_mmd3dcgparts-d825q9n.png | |||||||||||||||||||||||||
38 | http://fc04.deviantart.net/fs71/f/2014/278/1/d/mmd_stage_41_by_mmd3dcgparts-d81q7wt.png | |||||||||||||||||||||||||
39 | http://fc00.deviantart.net/fs71/f/2014/253/f/f/mmd_stage_16_by_mmd3dcgparts-d7ynop2.png | |||||||||||||||||||||||||
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41 | The following image gallery demonstrates the "look and feel" that I wish to pursue for Yandere Simulator: | https://imgur.com/a/kk59t | ||||||||||||||||||||||||
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43 | All textures used in Yandere Simulator must be original, not downloaded from Google Image Search. | You can get into serious legal trouble for using non-licensed textures in a commercial product. | ||||||||||||||||||||||||
44 | Yandere Simulator's models do not use normal maps or specular maps; only diffuse maps. | To achieve the anime art style that I'm aiming for, I don't need normals or speculars in the textures. | ||||||||||||||||||||||||
45 | Hair textures should be greyscale. | http://i.imgur.com/SNgOxEp.png | The reason for this is so that I can apply a color to them within the game engine. | |||||||||||||||||||||||
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