Arcane University: 3D Art

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Revision as of 06:32, 13 May 2021 by Naariel (talk | contribs) (General Workflow)
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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

The artwork is taken and then, blockout modeling starts. For the high-poly work 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

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

Tilesets and Architecture

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