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{{Trail}}{{Template:AUDisciplines}}
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 ==
With the [[Arcane University:Concept Art|Concept Art]] imported into the modelling software, [[Arcane University:Blockout|blockout]] modeling starts. For the '''high-polywork 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 [https://www.youtube.com/watch?v=X8kQiccJetw retopologized] low-poly version of the mesh, and [[Arcane University:Texturing|add textures]] to this low-poly model. 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.
+
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]]
 
#[[Arcane University:Blockout|Blockout]]
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#[[Arcane University:Baking|Baking]]
 
#[[Arcane University:Baking|Baking]]
 
#[[Arcane University:Texturing|Texturing]]
 
#[[Arcane University:Texturing|Texturing]]
#[[Arcane University:Mesh Export to NIF|Mesh Export to NIF]]
 
#:{{#dpl:
 
  |category = Arcane University-3D Art-Mesh Export to NIF
 
  |shownamespace = false
 
  |nottitlematch = Mesh_Export_to_NIF
 
}}
 
#Adding [[Arcane University:Mesh Collisions|Mesh Collisions]]
 
#[[Arcane University:Animation|Animation]]
 
  
== Skyrim Data Formats ==
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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.
Skyrim uses NIFs and DDS file formats to read and render objects in game. That means your mesh must be converted to a NIF and textures to DDS.
 
* To review the specifics of the NIF data format used for meshes, check [[Arcane_University:NIF_Data_Format|Nif Data Format]].
 
* To review the specifics of the DDS data format used for textures, check [[Arcane_University:DDS Data Format|DDS Data Format]].
 
* Software for converting files can be found under [[Arcane_University:3D_Art#Asset_Implementation_Software|Asset Implementation Software]].
 
  
== Asset-specific Tutorials ==
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== Tutorials ==
=== Weapons ===
 
*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
 
*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
 
=== Tilesets and Architecture ===
 
*[[File:Bernstein_Mike_ModularKits3d.pdf]]
 
*[http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] by Joel Burgess
 
*[https://www.youtube.com/watch?v=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess
 
*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix
 
*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix
 
=== Armor ===
 
=== Misc Items ===
 
=== Statics ===
 
=== Trees ===
 
[[File:BSLeafAnim.png|thumb|left]]
 
<br clear=all>
 
=== Harvestables ===
 
=== LOD Objects ===
 
*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation] by Grumpycat
 
  
==Basic Software==
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=== General ===
As a 3D artist you have to use a variety of software and plugins to achieve the results you want.
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*[https://www.twitch.tv/videos/53095530 Start to Finish Game Asset (Video on Twitch)] By Bartalon
 +
*[https://www.youtube.com/watch?v=tTfIo_bezqw How to Model Anything in 3D - Modeling Fundamentals (Youtube)] by FlippedNormals
 +
*[https://www.youtube.com/watch?v=OVbIOHAI3iY 6 key principles for 3D modeling (Youtube)] by CG Cookie
 +
*[https://www.youtube.com/watch?v=5e6zvJqVqlA What is Texel Density and How to Master it (Youtube)] by malcolm341
 +
*[https://www.youtube.com/watch?v=MVsIIkJNkjM What is Texture Padding and How to Master it (Youtube)] by malcolm341
 +
*[https://www.youtube.com/watch?v=DmuHLe6MjEA UDIMs - Modelling and Texturing Essentials (Youtube)] by FlippedNormals
  
===3D modelling and sculpting programs===
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=== Weapons ===
All 3D artists need a modelling and sculpting program to create the geometry of their asset.
 
  
*[https://www.blender.org Blender] - free, modelling and sculpting. (also read [[AU:Blender for Skyrim|Blender for Skyrim]])
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=== Armor ===
*[https://www.autodesk.com/products/maya/overview Maya] [$] - modelling. (also read [[AU:Maya for Skyrim|Maya for Skyrim]])
 
*[https://www.autodesk.com/products/3ds-max/overview?term=1-YEAR 3ds Max] [$] - modelling. (also read [[AU:3DS_Max_for_Skyrim|3ds Max for Skyrim]])
 
*[https://pixologic.com ZBrush] [$] - sculpting. (also read [[AU:Z-Brush for Skyrim|ZBrush for Skyrim]])
 
*[https://www.autodesk.com/products/mudbox/overview Mudbox] [$] - sculpting. (also read [[Mudbox for Skyrim|Mudbox for Skyrim]])
 
  
===3D baking programs===
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=== Landscape ===
You'll want to avoid [[AU:baking|baking]] in Blender, as the results can be slow, prone to errors and inaccurate.
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*[[AU:Hiding Texture Seams with Blended Decals|Hiding Texture Seams with Blended Decals]]
  
*[https://xnormal.net xNormal] - free.
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=== Trees and Plants ===
 +
*[[AU:Flora Workflow|Flora Workflow]]
 +
*[[AU:Tree Animations|Tree Animations]]
 +
*[https://www.youtube.com/watch?v=GE0Tm0RBRuc Creating and Texturing Grass (video)] by David Pynkoski (Beyond Skyrim)
  
Some texturing programs are also good at baking. See list below for what options offer baking.  
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=== Tilesets and Architecture ===
 +
*[[: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 (Bethesda)
 +
*[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=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess (Bethesda)
 +
*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix (Skywind)
 +
*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix (Skywind)
  
===3D texturing program===
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=== LOD Objects ===
We recommend these programs to texture your asset, as the tools at your disposal are vastly superior to Blender.
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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)
*[https://quixel.com/mixer Quixel Mixer] - free, texturing.
 
*[https://marmoset.co Marmoset Toolbag] [$] - baking, texturing.
 
*[https://www.substance3d.com/products/substance-painter/ Substance Painter] [$*] - baking, texturing. Free with Student License.
 
*[https://www.nexusmods.com/skyrimspecialedition/mods/44400?tab=description Substance Painter Plugin] - free. if you're using Substance Painter, you'll also want to use the PBR to Skyrim plugin.
 
 
 
===2D texturing program===
 
These programs can be used to manually alter texture maps.
 
 
 
*[https://www.gimp.org GIMP] - free (also read [[AU:Gimp for Skyrim|GIMP for Skyrim]])
 
*[https://affinity.serif.com Affinity] [$]
 
*[https://www.adobe.com/uk/creativecloud/plans.html?promoid=8JD95GBM&mv=other Adobe Photoshop] [$] - PS: you sign up for yearly subscriptions, paid monthly.
 
 
 
==Asset Implementation Software==
 
When you've finished your mesh (low poly) and textures and maps, it's time to convert it into Skyrim friendly formats, and implement the asset into Skyrim. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in most projects 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.
 
 
 
Asset implementation is a big topic, and more complicated assets require a thorough knowledge of Nifskope and Creation Kit. However, something as simple as a bowl can easily be done!
 
 
 
All programs and plugins from here on out are free.
 
 
 
===Convert Maps to DDS===
 
Skyrim uses [[Arcane_University:DDS_Data_Format|DDS]] for all their texture maps. You'll want to export your textures in PNG or TGA and convert to DDS.
 
 
 
*[https://www.getpaint.net Paint.Net] (also read [[Arcane_University:Paint.Net_for_Skyrim|Paint.net for Skyrim]])
 
*[https://developer.nvidia.com/nvidia-texture-tools-exporter Nvidia Photoshop Plugin]
 
*[https://www.gimp.org GIMP] (also read [[AU:Gimp for Skyrim|GIMP for Skyrim]])
 
 
 
===Convert Mesh to NIF===
 
Skyrim uses [[Arcane_University:NIF_Data_Format|Nifs]] to read and render assets in game. There are a variety of methods to convert your mesh.
 
 
 
*[[Arcane_University:CK-CMD_for_Skyrim|CK-CMD]] - once set up, you drag and drop .fbx onto the ck-cmd conversion file to generate nif.
 
*[https://github.com/niftools/blender_niftools_addon Blender Niftools] - For Blender 2.8 (not the latest version). Export/Import tool between Blender and the Nif format.
 
*[https://github.com/BadDogSkyrim/PyNifly PyNifly] - Export/Import tool between Blender and the Nif format.
 
*[[AU:Outfit Studio for Skyrim|Outfit Studio]] - also used to rig meshes, such as armor.
 
 
 
===Add Collision to NIF===
 
Your mesh needs a [[Arcane_University:Mesh_Collisions|collision]] to become solid in the engine. Read the collision wiki page for details on what program to use.
 
  
*[https://github.com/niftools/nifskope/releases Nifskope]
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=== Rigging/Skinning ===
*[https://wiki.beyondskyrim.org/wiki/File:Chunkmerge_Utils.zip Chunkmerge]
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*[[AU:Rigging with Blender 2.79|Rigging with Blender 2.79]]
 +
*[[AU:Rigging in Outfit Studio|Rigging in Outfit Studio]]
  
===Nifskope===
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== Software ==
[https://github.com/niftools/nifskope/releases Nifskope] is a program that allows you to open NIF files, view and alter NIF's properties and contents, and export NIF files into other file formats readable by other programs such as Blender.
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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.
Nifskope is where you attach your textures to the NIF and specify shader settings for it to appear correctly in game.
 
Nifskope also allows you to browse the Skyrim meshes BSA (archive) without using a BSA unpacker.  
 
  
<center>{{note|Nifskope is essential for all asset implementation.}}</center>
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=== 3D software ===
 +
{{3D software}}
  
===Skyrim and Creation Kit===
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=== 2D software ===
To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition.
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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.
 +
*[[AU:GIMP|GIMP]]: Great free alternative to Photoshop
 +
*[https://affinity.serif.com Affinity]: Not free
 +
*[[AU:Photoshop|Photoshop]]: Requires yearly subscription
  
Depending on which Skyrim you own, you must download the Creation Kit that goes with your version: Creation Kit Legendary Edition, or Creation Kit Special Edition. See [https://www.creationkit.com/index.php?title=Category:Getting_Started Creationkit.com] for more information.
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==Links==
 +
*[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
  
And finally, you'll want to download Creation Kit Fixes to stabilize the program, reduce loadtimes and CTD's. [https://www.nexusmods.com/skyrimspecialedition/mods/20061 SSE Creation Kit Fixes]
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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]