Difference between revisions of "Arcane University:3D Art"
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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]]. | + | 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]]. |
Revision as of 03:28, 27 March 2020
This is the main page of the Beyond Skyrim Arcane University 3D Art tutorials.
Contents
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.