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

The Beyond Skyrim Wiki — Hosted by UESP
Jump to: navigation, search
m (General Workflow: Arcane University:)
m (whoops)
Line 3: Line 3:
 
== Expectation ==
 
== 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.
+
A 3D artist can create shapes based on [[Concept Art]], writing and discussions as well as experiences gathered in the team regarding [[Arcane University:Animation|Animation]] and [[Arcane University:Implementation|Implementation]]. This plays a vital role in creating new game art assets.
  
 
== General Workflow ==
 
== General Workflow ==
  
Generally, the artwork is taken and then, a [[Arcane University:Blockout]] modeling starts. For the '''high-poly work flow''', a high-poly [[Arcane University:Sculpting]] is being done. The height information is being merged into the asset-specific normal map ([[Arcane University:Baking]]). On [[Arcane University:Mesh Export to NIF]], the asset obtains its physical properties such as [[Arcane University:Mesh Collisions]] and being rigged/skinned to bones during [[Arcane University:Animation]]. 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.
  
 
== Asset-specific Tutorials ==
 
== Asset-specific Tutorials ==

Revision as of 05:31, 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