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

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m (General Workflow)
(Tool-specific Guidelines and Links: overhaul of tools and software used in 3D art.)
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*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation] by Grumpycat
 
*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation] by Grumpycat
  
== Tool-specific Guidelines and Links ==
+
==Basic Software==
===Resource Tools===
+
As a 3D artist you have to use a variety of software and plugins to achieve the results you want.
* [[BSAopt]] to unpack Skyrim data files
 
  
===Modeling Tools (most include sculpting and rigging features)===
+
===3D modelling and sculpting programs===
* [[Blender for Skyrim]]
+
All 3D artists need a modelling and sculpting program to create the geometry of their asset.
* [[3DS Max for Skyrim]]
 
* [[Maya for Skyrim]]
 
  
===Sculpting Tools===
+
*[https://www.blender.org Blender] - free, modelling and sculpting. (also read [[AU:Blender for Skyrim|Blender for Skyrim]])
* [[Z-Brush for Skyrim]]
+
*[https://www.autodesk.com/products/maya/overview Maya] [$] - modelling. (also read [[AU:Maya for Skyrim|Maya for Skyrim]])
* [[Mudbox for Skyrim]]
+
*[https://www.autodesk.com/products/3ds-max/overview?term=1-YEAR 3ds Max] [$] - 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]])
  
===Rigging Tools/Animation===
+
===3D baking programs===
* [[Havoc for Skyrim]]
+
You'll want to avoid [[AU:baking|baking]] in Blender, as the results can be slow, prone to errors and inaccurate.  
* [[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===
+
*[https://xnormal.net xNormal] - free.
* [[Gimp for Skyrim]]
 
* [[Photoshop for Skyrim]]
 
* [[Paint.Net for Skyrim]]
 
* [[Bodypaint in Creation Kit]]
 
* [[Material Editor for Skyrim]]
 
  
===Exporting and Polishing Tools===
+
Some texturing programs are also good at baking. See list below for what options offer baking.  
* [[CK-CMD for Skyrim]] [[https://github.com/aerisarn/ck-cmd| Link to Github source]]
 
* [[Nifskope for Skyrim]]
 
* [[Niftools/Chunkmerge for Skyrim]]
 
  
[[Category:Arcane University-3D Art| ]]
+
===3D texturing program===
 +
We recommend these programs to texture your asset, as the tools at your disposal are vastly superior to Blender.
 +
 
 +
*[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]
 +
*[https://wiki.beyondskyrim.org/wiki/File:Chunkmerge_Utils.zip Chunkmerge]
 +
 
 +
===Nifskope===
 +
[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.
 +
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>
 +
 
 +
===Skyrim and Creation Kit===
 +
To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition.
 +
 
 +
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.
 +
 
 +
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]

Revision as of 14:42, 13 May 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

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. 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. Retopology
  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

Basic Software

As a 3D artist you have to use a variety of software and plugins to achieve the results you want.

3D modelling and sculpting programs

All 3D artists need a modelling and sculpting program to create the geometry of their asset.

3D baking programs

You'll want to avoid baking in Blender, as the results can be slow, prone to errors and inaccurate.

Some texturing programs are also good at baking. See list below for what options offer baking.

3D texturing program

We recommend these programs to texture your asset, as the tools at your disposal are vastly superior to Blender.

2D texturing program

These programs can be used to manually alter texture maps.

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 DDS for all their texture maps. You'll want to export your textures in PNG or TGA and convert to DDS.

Convert Mesh to NIF

Skyrim uses Nifs to read and render assets in game. There are a variety of methods to convert your mesh.

  • CK-CMD - once set up, you drag and drop .fbx onto the ck-cmd conversion file to generate nif.
  • Blender Niftools - For Blender 2.8 (not the latest version). Export/Import tool between Blender and the Nif format.
  • PyNifly - Export/Import tool between Blender and the Nif format.
  • Outfit Studio - also used to rig meshes, such as armor.

Add Collision to NIF

Your mesh needs a collision to become solid in the engine. Read the collision wiki page for details on what program to use.

Nifskope

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. 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.

Ambox important.png NOTE: Nifskope is essential for all asset implementation.

Skyrim and Creation Kit

To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition.

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 Creationkit.com for more information.

And finally, you'll want to download Creation Kit Fixes to stabilize the program, reduce loadtimes and CTD's. SSE Creation Kit Fixes