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

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A '''3D artist''' can create shapes based on [[AU:Concept Art|Concept Art]], writing and discussions as well as what is required by the [[Arcane University:Animation|Animation]] and [[Arcane University:Implementation|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 [[Arcane University:Mesh Polycount Comparisons|standard polycounts]] for their 3D models.
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The '''3D Art''' department takes two-dimensional [[AU:Concept Art|concept art]]—usually digital drawings—and uses them to create three-dimensional models to be placed in the game world. The 3d artist must also take into account any special requirements regarding pre-existing lore, and technical restrictions required by the [[AU:Animation|animation]] and [[AU:Implementation|implementation]] teams.
  
 
== General Workflow ==
 
== General Workflow ==
The artwork is taken and then, [[Arcane University:Blockout|blockout]] modeling starts. For the '''high-poly work flow''', the 3D artist [[Arcane University:Sculpting|sculpts]] a high-poly mesh. They then [[Arcane University:Baking|bake]] the high-poly details into the normal map of a low-poly version of the mesh. After the asset is [[Arcane University:Mesh Export to NIF|exported to NIF format]], it is given its physical properties such as [[Arcane University:Mesh Collisions|collision and physics]]. It may then be rigged/skinned to bones and [[Arcane University:Animation|animated]], if necessary. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.
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With the [[AU:Concept Art|concept art]] imported into the modelling software, [[AU:Blockout|blockout]] modeling starts. For the '''high-polywork flow''', the 3D artist [[AU:Sculpting|sculpts]] a high-poly mesh. They then [[AU:Baking|bake]] the high-poly details into the normal map of a [https://www.youtube.com/watch?v=X8kQiccJetw retopologized] [[AU:Mesh Polycount Comparisons|low-poly]] version of the mesh, and [[AU:Texturing|add textures]] to this low-poly model.  
  
*[[Arcane University:Blockout|Blockout]]
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#[[Arcane University:Blockout|Blockout]]
*[[Arcane University:Sculpting|Sculpting]]
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#[[Arcane University:Sculpting|Sculpting]]
*[[Arcane University:Baking|Baking]]
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#[https://www.youtube.com/watch?v=X8kQiccJetw Retopology]
*[[Arcane University:Mesh Export to NIF|Mesh Export to NIF]]
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#[[Arcane University:UV Unwrapping|UV Unwrapping]]
*:{{#dpl:
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#[[Arcane University:Baking|Baking]]
  |category = Arcane University-3D Art-Mesh Export to NIF
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#[[Arcane University:Texturing|Texturing]]
  |shownamespace = false
 
  |nottitlematch = Mesh_Export_to_NIF
 
}}
 
*Adding [[Arcane University:Mesh Collisions|Mesh Collisions]]
 
*[[Arcane University:Animation|Animation]]
 
  
== Basics - The Data Formats Nif (Meshes) and DDS (Textures) ==
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After this, the asset is passed to the [[AU:Nif implementation|Nif implementation]] team to be [[AU:Mesh Export to NIF|exported to NIF format]]. It is then given its physical properties such as [[AU:Mesh Collisions|collision and physics]]. It may then be rigged/skinned to bones and [[AU:Animation|animated]], if necessary. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in others, you are encouraged to implement your own asset. This is also what we recommend in the Arcane University, as it allows you to see and fix errors in your mesh and textures that's not visible until you see it in game.
* To review the specifics of the NIF data format used for meshes, check [[Arcane_University:NIF_Data_Format|Nif Data Format]].
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* To review the specifics of the DDS data format used for textures, check [[Arcane_University:DDS Data Format|DDS Data Format]].
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== Tutorials ==
 +
 
 +
=== General ===
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*[https://www.twitch.tv/videos/53095530 Start to Finish Game Asset (Video on Twitch)] By Bartalon
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*[https://www.youtube.com/watch?v=tTfIo_bezqw How to Model Anything in 3D - Modeling Fundamentals (Youtube)] by FlippedNormals
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*[https://www.youtube.com/watch?v=OVbIOHAI3iY 6 key principles for 3D modeling (Youtube)] by CG Cookie
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*[https://www.youtube.com/watch?v=5e6zvJqVqlA What is Texel Density and How to Master it (Youtube)] by malcolm341
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*[https://www.youtube.com/watch?v=MVsIIkJNkjM What is Texture Padding and How to Master it (Youtube)] by malcolm341
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*[https://www.youtube.com/watch?v=DmuHLe6MjEA UDIMs - Modelling and Texturing Essentials (Youtube)] by FlippedNormals
  
== Asset-specific Tutorials ==
 
 
=== Weapons ===
 
=== Weapons ===
*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
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*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
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=== Armor ===
 +
 
 +
=== Landscape ===
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*[[AU:Hiding Texture Seams with Blended Decals|Hiding Texture Seams with Blended Decals]]
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 +
=== Trees and Plants ===
 +
*[[AU:Flora Workflow|Flora Workflow]]
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*[[AU:Tree Animations|Tree Animations]]
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*[https://www.youtube.com/watch?v=GE0Tm0RBRuc Creating and Texturing Grass (video)] by David Pynkoski (Beyond Skyrim)
 +
 
 
=== Tilesets and Architecture ===
 
=== Tilesets and Architecture ===
*[[File:Bernstein_Mike_ModularKits3d.pdf]]
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*[[:File:Bernstein_Mike_ModularKits3d.pdf|Modularity in Creating 3D Game Environments (pdf)]] by Mike Bernstein
*[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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*[http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] by Joel Burgess (Bethesda)
*[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=PhW8CY8XkFg How We Used Iterative Level Design to Ship Skyrim and Fallout 3 (lecture video)] by Joel Burgess (Bethesda)
*[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=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess (Bethesda)
*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix
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*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix (Skywind)
=== Armor ===
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*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix (Skywind)
=== Misc Items ===
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=== Statics ===
 
=== Trees ===
 
[[File:BSLeafAnim.png|thumb|left]]
 
<br clear=all>
 
=== Harvestables ===
 
 
=== LOD Objects ===
 
=== LOD Objects ===
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*[[AU:LOD Model Creation|LOD Model Creation]]
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*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation (forum thread)] by Grumpycat (Skywind)
  
== Tool-specific Guidelines and Links ==
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=== Rigging/Skinning ===
===Resource Tools===
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*[[AU:Rigging with Blender 2.79|Rigging with Blender 2.79]]
* [[BSAopt]] to unpack Skyrim data files
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*[[AU:Rigging in Outfit Studio|Rigging in Outfit Studio]]
 
 
===Modeling Tools (most include sculpting and rigging features)===
 
* [[Blender for Skyrim]]
 
* [[3DS Max for Skyrim]]
 
* [[Maya for Skyrim]]
 
  
===Sculpting Tools===
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== Software ==
* [[Z-Brush for Skyrim]]
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As a 3D artist you have to use a variety of software and plugins to achieve the results you want. Below you'll find several alternatives within each category that are suitable for asset creation. You must have a 3D modeling, 3D baking and 3D texturing program in order to create your asset - this is your most basic programs in the unique 3D workflow. 
* [[Mudbox for Skyrim]]
 
  
===Rigging Tools/Animation===
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=== 3D software ===
* [[Havoc for Skyrim]]
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{{3D software}}
* [[Outfit Studio for Skyrim]]
 
* [[Arcane University:Rigging with Blender  2.79|Rigging with Blender  2.79]]
 
* [https://drive.google.com/file/d/1q_mNPVJdQ5udrYYftIaeXv7V1Wk7RFoP/view Rigging Jewelry with Blender  2.79]
 
  
===Texturing Tools===
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=== 2D software ===
* [[Gimp for Skyrim]]
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These programs can be used to manually alter texture maps. These are not mandatory to download, but they are useful for editing textures by hand or combining maps.
* [[Photoshop for Skyrim]]
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*[[AU:GIMP|GIMP]]: Great free alternative to Photoshop
* [[Paint.Net for Skyrim]]
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*[https://affinity.serif.com Affinity]: Not free
* [[Bodypaint in Creation Kit]]
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*[[AU:Photoshop|Photoshop]]: Requires yearly subscription
* [[Material Editor for Skyrim]]
 
  
===Exporting and Polishing Tools===
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==Links==
* [[CK-CMD for Skyrim]] [[https://github.com/aerisarn/ck-cmd| Link to Github source]]
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*[https://store.substance3d.com/blog/see-how-team-modders-uses-substance-recreate-skyrim How a Team of Modders Use Substance Painter to Recreate Skyrim] article on Substance Painter blog by Hayden Price
* [[Nifskope for Skyrim]]
 
* [[Niftools/Chunkmerge for Skyrim]]
 
  
[[Category:Arcane University-3D Art| ]]
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[[Category:Arcane_University-3D_Art| ]]

Latest revision as of 16:22, 1 December 2025

< Arcane University
AULabel.png AU Disciplines
Project Management
Writing
Concept Art
3D Art
Animation
Implementation
Level Design
Sound Effects
Music Composition
Voice Acting

The 3D Art department takes two-dimensional concept art—usually digital drawings—and uses them to create three-dimensional models to be placed in the game world. The 3d artist must also take into account any special requirements regarding pre-existing lore, and technical restrictions required by the animation and implementation teams.

General Workflow[edit]

With the concept art imported into the modelling software, blockout modeling starts. For the high-polywork flow, the 3D artist sculpts a high-poly mesh. They then bake the high-poly details into the normal map of a retopologized low-poly version of the mesh, and add textures to this low-poly model.

  1. Blockout
  2. Sculpting
  3. Retopology
  4. UV Unwrapping
  5. Baking
  6. Texturing

After this, the asset is passed to the Nif implementation team to be exported to NIF format. It is then given its physical properties such as collision and physics. It may then be rigged/skinned to bones and animated, if necessary. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in others, you are encouraged to implement your own asset. This is also what we recommend in the Arcane University, as it allows you to see and fix errors in your mesh and textures that's not visible until you see it in game.

Tutorials[edit]

General[edit]

Weapons[edit]

Armor[edit]

Landscape[edit]

Trees and Plants[edit]

Tilesets and Architecture[edit]

LOD Objects[edit]

Rigging/Skinning[edit]

Software[edit]

As a 3D artist you have to use a variety of software and plugins to achieve the results you want. Below you'll find several alternatives within each category that are suitable for asset creation. You must have a 3D modeling, 3D baking and 3D texturing program in order to create your asset - this is your most basic programs in the unique 3D workflow.

3D software[edit]

Software Free Modeling Sculpting Texturing Rigging Skinning Animation Notes
3ds Max No


Yes


No


No


Yes


Yes


Yes


The official nif export plugin only works for very old versions, but ck-cmd works with newer versions
Blender Yes


Yes


Yes


Yes


Yes


Yes


Yes


Receives very wide support due to being free and open source
Maya No


Yes


Yes


 ?



Yes


Yes


Yes


Maya is preferred as an animation software
Mudbox No


No


Yes


No


No


No


No


Substance Painter Free with a student license


No


No


Yes


No


No


No


Particularly good for texturing
xNormal Yes


No


No


Normal maps only


No


No


No


Specialized software for creating normal maps
ZBrush No


Yes


Yes


Yes


No


No


No


CrazyBump Yes


No


No


Yes


No


No


No


Specialized software for creating normal, occlusion, displacement, and specular maps
MindTex 2  ?



 ?



 ?



 ?



 ?



 ?



 ?



2D software[edit]

These programs can be used to manually alter texture maps. These are not mandatory to download, but they are useful for editing textures by hand or combining maps.

Links[edit]