Model Guidelines
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Here are some things to be aware of when creating new models for ZK.
General Guidelines
- Aim for some consistency with the best models of a given class. Eg among units of a factory, or the set of turrets. A remodel of multiple things at once can get around this, but that is not where people tend to start.
- Try to maintain a consistent sense of scale. This is by no means uniform across ZK, but there is a rough absolute scale for things like flat plates, body molding, and greebles. The complexity of the model should try to match its contemporaries.
- Weapons should be large. Weapon orientation is the primary information and source of dynamism for a model. Units are viewed from a distance so even weapons that look too large close up in modelling software are probably fine.
- When creating a new model, consider the position of its weapons. Horizontally offset weapons can be tricky and end up firing at allies (eg Chainsaw).
- Ground cannot be wider or longer than Cyclops, which is why Striders mostly extend upwards.
- Structure footprints are rectangular. This should be accepted and even communicated to the player, but it can be communicated subtly. Eg Disco Rave Party is mostly round but has an octagonal base. Models should not hide the underlying mechanics.
- Fast units look fast, high health:cost units look tough, etc...
Remake Guidelines
Be aware that models have a direct impact on game balance. We are not looking to rebalance Zero-K around new models at this point, so it can be good to ask around about a unit to determine its important characteristics. More care has to be taken for cheaper units as their balance tends to be tighter. Striders have quite a bit of room to move.
- The collision box of the model determines how easy it is to hit, so a remodel should be approximately the same size and shape.
- The footprint of a structure impacts how well raiders can dance around it, as well as how expensive it is to wall or put on a platform.
- Projectiles really come from the weapons they are fired from. The height and offset from which a weapon fires can be quite important.
- Aiming is a physical process that involves turning the model. It is safest to stick to he same skeleton if possible.
- If a unit has a special ability, such as gaining armour, then this should be reflected on the model.
- Don't add things to a unit that implies the existence of a non-existent special ability.
Models also imply things about the character of units. This is also good to maintain as balance shifts towards the visuals of the previous model to some degree.
- Healthy units are usually bulky.
- Units that turn or aim slowly should look cumbersome.