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

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*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix (Skywind)
 
*[https://www.youtube.com/watch?v=zfPwxTmx73w Snapping Tutorial (video)] by Zix (Skywind)
 
=== LOD Objects ===
 
=== LOD Objects ===
*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation] by Grumpycat (Skywind)
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*[[AU:LOD Model Creation|LOD Model Creation]]
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*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation (forum thread)] by Grumpycat (Skywind)
  
 
==Basic Software==
 
==Basic Software==

Revision as of 22:42, 23 March 2022

< Arcane University

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 the Gamebryo Engine and the context of Skyrim, a 3D artist must take into account standard polycounts for their low poly 3D models.

General Workflow

With the concept art imported into the modelling software, blockout modeling starts. For the high-polywork flow, the 3D artist sculpts a high-poly mesh. They then bake the high-poly details into the normal map of a retopologized low-poly version of the mesh, and add textures to this low-poly model. After the asset is exported to NIF format, it is given its physical properties such as collision and physics. It may then be rigged/skinned to bones and animated, if necessary.

  1. Blockout
  2. Sculpting
  3. Retopology
  4. UV Unwrapping
  5. Baking
  6. Texturing
  7. Mesh Export to NIF
  8. Adding Mesh Collisions
  9. Animation

Skyrim Data Formats

Skyrim uses NIFs and DDS file formats to read and render objects in game. That means your mesh must be converted to a NIF and textures to DDS.

Asset-specific Tutorials

Weapons

Armor

Clutter

Statics

Trees

BSLeafAnim.png


Harvestables

Tilesets and Architecture

LOD Objects

Basic Software

As a 3D artist you have to use a variety of software and plugins to achieve the results you want. Below you'll find several alternatives within each category that are suitable for asset creation. You must have a 3D modeling, 3D baking and 3D texturing program in order to create your asset - this is your most basic programs in the unique 3D workflow.

3D modelling and sculpting programs

All 3D artists need a modelling and sculpting program to create the geometry of their asset.

3D baking programs

You'll want to avoid baking in Blender, as the results can be slow, prone to errors and inaccurate.

Some texturing programs are also good at baking. See list below for what options offer baking.

3D texturing program

We recommend these programs to texture your asset, as the tools at your disposal are vastly superior to Blender.

  • Quixel Mixer - free, texturing.
  • Marmoset Toolbag [$] - baking, texturing.
  • Substance Painter [$*] - baking, texturing. Free with Student License.
    • Substance Painter Plugin - free. if you're using Substance Painter, you'll also want to use the PBR to Skyrim plugin.
    • Substance Designer [$*] Create materials with nodes - not for applying texture to an asset, only to create complex materials. Substance Designer is not required use, you can usually create the materials you want in Painter, but it's a powerful program for complex materials.
  • Blender Blender is not recommended for texturing assets, as all the programs above are much easier to use and superior in features and results. However, it does exist.

2D texturing program

These programs can be used to manually alter texture maps. These are not mandatory to download, but you might need one at some point.

Asset Implementation Software

When you've finished your textures and low poly mesh, they must be converted into Skyrim friendly formats, and implemented into Skyrim. In some of the Partner Projects your work as a 3D artist finishes here, and an asset implementer takes over. However, in most projects you are encouraged to implement your own asset. This is also what we recommend in the Arcane University, as it allows you to see and fix errors in your mesh and textures that's not visible until you see it in game.

Asset implementation is a big topic, and more complicated assets require a thorough knowledge of NifSkope and Creation Kit. However, something as simple as a bowl can easily be done!

All programs and plugins from here on out are free.

Convert Texture Maps to DDS

Skyrim uses the DDS file format for all their texture maps. Export your textures in PNG or TGA, prepare your diffuse and other maps, then convert the images to DDS.

  • Paint.Net (also read Paint.net for Skyrim)
  • Cathedral Assets Optimizer converts only TGA to DDS. Allows batch conversion.
  • Nvidia Texture Tools Exporter can be downloaded as standalone program, or as Photoshop plugin. Standalone program allows batch conversion.
  • GIMP primarily an image manipulation program. Plugin not required (v 2.10.24). Does not support DXT10/BC7 export. Results can be inferior to other DDS export methods.
  • Crunch is designed for more advanced compression, and is a command-line tool, but it also outputs excellent quality DDS when configured properly.
  • Compressonator requires an AMD graphics card, but outputs good quality and has a nice GUI. Also supports command-line use.

For information regarding the various export settings, and how to convert your texture to DDS, read the DDS page.

Convert Mesh to NIF

Ambox important.png NOTE: Special Edition uses a different nif format from Skyrim/Legendary Edition. However, nearly all Skyrim/LE nifs will work in SSE, and are easier to work with. SSE nifs are also less precise. For this reason, most projects use LE nifs. If you do need to convert either way, you can use Cathedral Assets Optimizer or SSE Nif Optimizer.

There are a variety of methods to convert your mesh, including both software-specific plugins, and standalone converters that are software-agnostic:

  • Sofware agnostic:
    • CK-CMD - can convert both ways between .fbx and nif. Also can handle havok behaviors.
    • Outfit Studio - can import .obj or .fbx, and export LE or SSE nifs. Also used skin armor, creatures, or npcs.
  • Blender:
    • Blender Niftools - For Blender 2.8+, Export/Import tool between Blender and the Nif format.
    • PyNifly - Export/Import tool between Blender and the Nif format. Supports SSE Meshes
  • 3ds Max:

Add Collision to NIF

Your mesh needs a collision to become solid in the engine. Read the collision wiki page for details on what program to use.

  • CK-CMD
  • NifUtilsSuite (includes ChunkMerge) - Can transfer collision from one nif to another, or convert TriShapes to compressed mesh collision
  • Chunkmerge Utils - templates for use with ChunkMerge

NifSkope

NifSkope is a program that allows you to open NIF files, view and alter NIF's properties and contents, and export NIF files into other file formats readable by other programs such as Blender. Nifskope is where you attach your textures to the NIF and specify shader settings for it to appear correctly in game. Nifskope also allows you to browse the Skyrim meshes BSA (archive) without using a BSA unpacker.

Ambox important.png NOTE: Nifskope is essential for all asset implementation.

Skyrim and Creation Kit

To view your asset in game you'll need the game. You can use Skyrim Legendary Edition, or Skyrim Special Edition.

Depending on which Skyrim you own, you must download the Creation Kit that goes with your version: Creation Kit Legendary Edition, or Creation Kit Special Edition. See Creationkit.com for more information.

And finally, if you use Skyrim Special Edition, you'll want to download Creation Kit Fixes to stabilize the program, reduce loadtimes and CTDs. SSE Creation Kit Fixes

See Also

Modelling

Texturing