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

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(Expectation)
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== Expectation ==
 
== Expectation ==
  
A 3D artist can create shapes based on [[AU:Concept Art|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. For the Gamebryo Engine and the context of Skyrim, a 3d Artist should see what are standards in terms of polycount, see [[https://wiki.beyondskyrim.org/wiki/Arcane_University:Mesh_Polycount_Comparisons]].
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A 3D artist can create shapes based on [[AU:Concept Art|Concept Art]], writing and discussions as well as what is required by the [[Arcane University:Animation|Animation]] and [[Arcane University:Implementation|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 [[Arcane University:Mesh Polycount Comparisons|standard polycounts]] for their 3D models.
  
 
== General Workflow ==
 
== General Workflow ==

Revision as of 23:48, 23 April 2021

< 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 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

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

DungeonKits & Architecture Kits

Armor

Misc Items

Statics

Trees

BSLeafAnim.png


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