Difference between revisions of "Arcane University:3D Art"

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(Asset-specific Tutorials: more tileset resources)
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*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
 
*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
 
*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
 
*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
=== DungeonKits & Architecture Kits ===
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=== Tilesets and Architecture ===
 
*[[File:Bernstein_Mike_ModularKits3d.pdf]]
 
*[[File:Bernstein_Mike_ModularKits3d.pdf]]
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*[http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] by Joel Burgess
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*[https://www.youtube.com/watch?v=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess
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*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix
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*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix
 
=== Armor ===
 
=== Armor ===
 
=== Misc Items ===
 
=== Misc Items ===
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=== Harvestables ===
 
=== Harvestables ===
 
=== LOD Objects ===
 
=== LOD Objects ===
=== Tilesets ===
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== Tool-specific Guidelines and Links ==
 
== Tool-specific Guidelines and Links ==
 
===Resource Tools===
 
===Resource Tools===

Revision as of 10:26, 24 April 2021

< Arcane University

A 3D artist can create shapes based on Concept Art, writing and discussions as well as what is required by the Animation and Implementation teams. For example, if a certain object must have moving parts, detailed information on this is critical for the 3D artist to do their work effectively. For the Gamebryo Engine and the context of Skyrim, a 3D artist should take into account standard polycounts for their 3D models.

General Workflow

The artwork is taken and then, blockout modeling starts. For the high-poly work flow, the 3D artist sculpts a high-poly mesh. They then bake the high-poly details into the normal map of a low-poly version of the mesh. After the asset is exported to NIF format, it is given its physical properties such as collision and physics. It may then be rigged/skinned to bones and animated, if necessary. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.

Basics - The Data Formats Nif (Meshes) and DDS (Textures)

  • To review the specifics of the NIF data format used for meshes, check Nif Data Format.
  • To review the specifics of the DDS data format used for textures, check DDS Data Format.

Asset-specific Tutorials

Weapons

Tilesets and Architecture

Armor

Misc Items

Statics

Trees

BSLeafAnim.png


Harvestables

LOD Objects

Tool-specific Guidelines and Links

Resource Tools

  • BSAopt to unpack Skyrim data files

Modeling Tools (most include sculpting and rigging features)

Sculpting Tools

Rigging Tools/Animation

Texturing Tools

Exporting and Polishing Tools