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

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{{Trail}}
 
{{Trail}}
This is the main page of the Beyond Skyrim Arcane University 3D Art tutorials.
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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.
 
 
== Expectation ==
 
 
 
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.
 
  
 
== General Workflow ==
 
== General Workflow ==
 
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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.
Generally, the artwork is taken and then, a [[Arcane University:Blockout|Blockout]] modeling starts. For the '''high-poly work flow''', a high-poly [[Arcane University:Sculpting|Sculpting]] is being done. The height information is being merged into the asset-specific normal map ([[Arcane University:Baking|Baking]]). On [[Arcane University:Mesh Export to NIF|Mesh Export to NIF]], the asset obtains its physical properties such as [[Arcane University:Mesh Collisions|Mesh Collisions]] and being rigged/skinned to bones during [[Arcane University:Animation|Animation]]. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.
 
  
 
*[[Arcane University:Blockout|Blockout]]
 
*[[Arcane University:Blockout|Blockout]]
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   |nottitlematch = Mesh_Export_to_NIF
 
   |nottitlematch = Mesh_Export_to_NIF
 
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*[[Arcane University:Mesh Collisions|Mesh Collisions]]
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*Adding [[Arcane University:Mesh Collisions|Mesh Collisions]]
 
*[[Arcane University:Animation|Animation]]
 
*[[Arcane University:Animation|Animation]]
  
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=== Harvestables ===
 
=== Harvestables ===
 
=== LOD Objects ===
 
=== LOD Objects ===
 
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=== Tilesets ===
 
== Tool-specific Guidelines and Links ==
 
== Tool-specific Guidelines and Links ==
 
===Resource Tools===
 
===Resource Tools===
 
* [[BSAopt]] to unpack Skyrim data files
 
* [[BSAopt]] to unpack Skyrim data files
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===Modeling Tools (most include sculpting and rigging features)===
 
===Modeling Tools (most include sculpting and rigging features)===
 
* [[Blender for Skyrim]]
 
* [[Blender for Skyrim]]
 
* [[3DS Max for Skyrim]]
 
* [[3DS Max for Skyrim]]
 
* [[Maya for Skyrim]]
 
* [[Maya for Skyrim]]
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===Sculpting Tools===
 
===Sculpting Tools===
 
* [[Z-Brush for Skyrim]]
 
* [[Z-Brush for Skyrim]]
 
* [[Mudbox for Skyrim]]
 
* [[Mudbox for Skyrim]]
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===Rigging Tools/Animation===
 
===Rigging Tools/Animation===
 
* [[Havoc for Skyrim]]
 
* [[Havoc for Skyrim]]

Revision as of 10:20, 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

DungeonKits & Architecture Kits

Armor

Misc Items

Statics

Trees

BSLeafAnim.png


Harvestables

LOD Objects

Tilesets

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