Difference between revisions of "Arcane University:3D Art"
(→Tool-specific Guidelines and Links) |
(→Tool-specific Guidelines and Links) |
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* [[Havoc for Skyrim]] | * [[Havoc for Skyrim]] | ||
* [[Outfit Studio for Skyrim]] | * [[Outfit Studio for Skyrim]] | ||
− | ===Texturing Tools | + | ===Texturing Tools=== |
* [[Gimp for Skyrim]] | * [[Gimp for Skyrim]] | ||
* [[Photoshop for Skyrim]] | * [[Photoshop for Skyrim]] | ||
* [[Paint.Net for Skyrim]] | * [[Paint.Net for Skyrim]] | ||
===Exporting and Polishing Tools=== | ===Exporting and Polishing Tools=== | ||
− | * [[CK-CMD for Skyrim]] [https://github.com/aerisarn/ck-cmd] | + | * [[CK-CMD for Skyrim]] [[https://github.com/aerisarn/ck-cmd| Link to Github source]] |
* [[Nifskope for Skyrim]] | * [[Nifskope for Skyrim]] | ||
* [[Niftools/Chunkmerge for Skyrim]] | * [[Niftools/Chunkmerge for Skyrim]] | ||
[[Category:Arcane University-3D Art| ]] | [[Category:Arcane University-3D Art| ]] |
Revision as of 03:52, 11 May 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. It is important to understand the Nif-specific rendering properties, shaders and texture set structure.