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

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(LOD Objects: added grumpycat's lod guidelines)
(General Workflow: add missing workflow steps)
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== 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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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 [[Arcane University:Retopology|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.
  
*[[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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#[[Arcane University:Retopology|Retopologizing]]
*[[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]]
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#[[Arcane University:Texturing|Texturing]]
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#[[Arcane University:Mesh Export to NIF|Mesh Export to NIF]]
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#:{{#dpl:
 
   |category = Arcane University-3D Art-Mesh Export to NIF
 
   |category = Arcane University-3D Art-Mesh Export to NIF
 
   |shownamespace = false
 
   |shownamespace = false
 
   |nottitlematch = Mesh_Export_to_NIF
 
   |nottitlematch = Mesh_Export_to_NIF
 
}}
 
}}
*Adding [[Arcane University:Mesh Collisions|Mesh Collisions]]
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#Adding [[Arcane University:Mesh Collisions|Mesh Collisions]]
*[[Arcane University:Animation|Animation]]
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#[[Arcane University:Animation|Animation]]
  
 
== Basics - The Data Formats Nif (Meshes) and DDS (Textures) ==
 
== Basics - The Data Formats Nif (Meshes) and DDS (Textures) ==

Revision as of 19:59, 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 retopologized low-poly version of the mesh, and add textures to this low-poly model. 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.

  1. Blockout
  2. Sculpting
  3. Retopologizing
  4. UV Unwrapping
  5. Baking
  6. Texturing
  7. Mesh Export to NIF
  8. Adding Mesh Collisions
  9. Animation

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