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

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(Tool-specific Guidelines and Links)
(Texturing Tools)
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* [[Paint.Net for Skyrim]]
 
* [[Paint.Net for Skyrim]]
 
* [[Bodypaint in Creation Kit]]
 
* [[Bodypaint in Creation Kit]]
 +
* [[Material Editor for Skyrim]]
 +
 
===Exporting and Polishing Tools===
 
===Exporting and Polishing Tools===
 
* [[CK-CMD for Skyrim]] [[https://github.com/aerisarn/ck-cmd| Link to Github source]]
 
* [[CK-CMD for Skyrim]] [[https://github.com/aerisarn/ck-cmd| Link to Github source]]

Revision as of 07:36, 9 September 2020

< Arcane University

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.

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

Armor

Misc Items

Statics

Trees

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