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

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(General Workflow)
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== General Workflow ==
 
== General Workflow ==
  
Generally, the artwork is taken and then, a [[Blockout]] modeling starts. For the '''high-poly work flow''', a high-poly [[Sculpting]] is being done. The height information is being merged into the asset-specific normal map ([[Baking]]). On [[Mesh Export to NIF]], the asset obtains its physical properties such as [[Mesh Collisions]] and being rigged/skinned to bones during [[Animation]].
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Generally, the artwork is taken and then, a [[Blockout]] modeling starts. For the '''high-poly work flow''', a high-poly [[Sculpting]] is being done. The height information is being merged into the asset-specific normal map ([[Baking]]). On [[Mesh Export to NIF]], the asset obtains its physical properties such as [[Mesh Collisions]] and being rigged/skinned to bones during [[Animation]]. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.
 
 
  
 
== Asset-specific Tutorials ==
 
== Asset-specific Tutorials ==

Revision as of 04:36, 27 March 2020

This is the main page of the Beyond Skyrim Arcane University 3D Art tutorials.

Expectation

A 3D artist can create shapes based on Concept Art, writing and discussions as well as experiences gathered in the team regarding Animation and Implementation. This plays a vital role in creating new game art assets.

General Workflow

Generally, the artwork is taken and then, a Blockout modeling starts. For the high-poly work flow, a high-poly Sculpting is being done. The height information is being merged into the asset-specific normal map (Baking). On Mesh Export to NIF, the asset obtains its physical properties such as Mesh Collisions and being rigged/skinned to bones during Animation. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.

Asset-specific Tutorials

Tool-specific Guidelines and Links