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{{Trail}}{{Template:AUDisciplines}}
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{{Trail}}
The '''3D Art''' department takes two-dimensional [[AU:Concept Art|concept art]]—usually digital drawings—and uses them to create three-dimensional models to be placed in the game world. The 3d artist must also take into account any special requirements regarding pre-existing lore, and technical restrictions required by the [[AU:Animation|animation]] and [[AU:Implementation|implementation]] teams.
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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 the Gamebryo Engine and the context of Skyrim, a 3D artist must take into account [[Arcane University:Mesh Polycount Comparisons|standard polycounts]] for their low poly 3D models.
  
 
== General Workflow ==
 
== General Workflow ==
With the [[AU:Concept Art|concept art]] imported into the modelling software, [[AU:Blockout|blockout]] modeling starts. For the '''high-polywork flow''', the 3D artist [[AU:Sculpting|sculpts]] a high-poly mesh. They then [[AU:Baking|bake]] the high-poly details into the normal map of a [https://www.youtube.com/watch?v=X8kQiccJetw retopologized] [[AU:Mesh Polycount Comparisons|low-poly]] version of the mesh, and [[AU:Texturing|add textures]] to this low-poly model. After the asset is [[AU:Mesh Export to NIF|exported to NIF format]], it is given its physical properties such as [[AU:Mesh Collisions|collision and physics]]. It may then be rigged/skinned to bones and [[AU:Animation|animated]], if necessary.
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With the [[Arcane University:Concept Art|concept art]] imported into the modelling software, [[Arcane University:Blockout|blockout]] modeling starts. For the '''high-polywork flow''', the 3D artist [[Arcane University:Sculpting|sculpts]] a high-poly mesh. They then [[Arcane University:Baking|bake]] the high-poly details into the normal map of a [https://www.youtube.com/watch?v=X8kQiccJetw retopologized] low-poly version of the mesh, and [[Arcane University:Texturing|add textures]] to this low-poly model. After the asset is [[Arcane University:Mesh Export to NIF|exported to NIF format]], it is given its physical properties such as [[Arcane University:Mesh Collisions|collision and physics]]. It may then be rigged/skinned to bones and [[Arcane University:Animation|animated]], if necessary.
  
 
#[[Arcane University:Blockout|Blockout]]
 
#[[Arcane University:Blockout|Blockout]]
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*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
 
*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
 
=== Armor ===
 
=== Armor ===
=== Animated Objects ===
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=== Clutter ===
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=== Statics ===
 
*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
 
*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
 
*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
 
*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
 
*[[AU:Nifskope Hinge Constraints|Hinge Constraints]]
 
*[[AU:Nifskope Hinge Constraints|Hinge Constraints]]
=== Trees and Plants ===
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=== Trees ===
*[[AU:Flora Workflow|Flora Workflow]]
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[[File:BSLeafAnim.png|thumb|left]]
*[https://www.youtube.com/watch?v=GE0Tm0RBRuc Creating and Texturing Grass (video)] by David Pynkoski (Beyond Skyrim)
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<br clear=all>
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=== Harvestables ===
 
=== Tilesets and Architecture ===
 
=== Tilesets and Architecture ===
 
*[[:File:Bernstein_Mike_ModularKits3d.pdf|Modularity in Creating 3D Game Environments (pdf)]] by Mike Bernstein
 
*[[:File:Bernstein_Mike_ModularKits3d.pdf|Modularity in Creating 3D Game Environments (pdf)]] by Mike Bernstein
 
*[http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] by Joel Burgess (Bethesda)
 
*[http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Skyrim’s Modular Approach to Level Design] by Joel Burgess (Bethesda)
*[https://www.youtube.com/watch?v=PhW8CY8XkFg How We Used Iterative Level Design to Ship Skyrim and Fallout 3 (lecture video)] by Joel Burgess (Bethesda)
 
 
*[https://www.youtube.com/watch?v=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess (Bethesda)
 
*[https://www.youtube.com/watch?v=QBAM27YbKZg Fallout 4's Modular Level Design (lecture video)] by Joel Burgess (Bethesda)
 
*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix (Skywind)
 
*[https://www.youtube.com/watch?v=sx9H2MW-sTs How to Create Tilesets (lecture video)] by Zix (Skywind)
 
*[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 ===
*[[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] by Grumpycat (Skywind)
*[https://morroblivion.com/forums/3d-models-and-textures/guideline-for-lod-model-creation Guideline for LOD model creation (forum thread)] by Grumpycat (Skywind)
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==Basic Software==
 
==Basic Software==
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*[https://quixel.com/mixer Quixel Mixer] - free, texturing.  
 
*[https://quixel.com/mixer Quixel Mixer] - free, texturing.  
 
*[https://marmoset.co Marmoset Toolbag] [$] - baking, texturing.  
 
*[https://marmoset.co Marmoset Toolbag] [$] - baking, texturing.  
*[https://www.adobe.com/products/substance3d-painter.html Adobe Substance 3D Painter] [$*] - baking, texturing. Free with Student License.  
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*[https://www.substance3d.com/products/substance-painter/ Substance Painter] [$*] - baking, texturing. Free with Student License.  
**[https://www.nexusmods.com/skyrimspecialedition/mods/44400?tab=description Substance Painter Plugin] - free. if you're using Adobe Substance 3D Painter, you'll also want to use the PBR to Skyrim plugin.
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**[https://www.nexusmods.com/skyrimspecialedition/mods/44400?tab=description Substance Painter Plugin] - free. if you're using Substance Painter, you'll also want to use the PBR to Skyrim plugin.
**[https://www.adobe.com/products/substance3d-designer.html/ Adobe Substance 3D Designer] [$*] Create materials with nodes - not for applying texture to an asset, only to create complex materials. Adobe Substance 3D Designer is not required use, you can usually create the materials you want in Painter, but it's a powerful program for complex materials.
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**[https://www.substance3d.com/products/substance-designer/ 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.
 
*[https://www.blender.org/download/ 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.
 
*[https://www.blender.org/download/ 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.
  
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===Convert Mesh to NIF===
 
===Convert Mesh to NIF===
{{note|float=right|max-width=35%|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 [https://www.nexusmods.com/skyrimspecialedition/mods/23316 Cathedral Assets Optimizer] or [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE Nif Optimizer].}}
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{{note|align=right|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 [https://www.nexusmods.com/skyrimspecialedition/mods/23316 Cathedral Assets Optimizer] or [https://www.nexusmods.com/skyrimspecialedition/mods/4089 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:
 
There are a variety of methods to convert your mesh, including both software-specific plugins, and standalone converters that are software-agnostic:
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*[https://www.youtube.com/watch?v=MVsIIkJNkjM What is Texture Padding and How to Master it (Youtube)] By malcolm341
 
*[https://www.youtube.com/watch?v=MVsIIkJNkjM What is Texture Padding and How to Master it (Youtube)] By malcolm341
 
*[https://www.youtube.com/watch?v=DmuHLe6MjEA UDIMs - Modelling and Texturing Essentials (Youtube)] By FlippedNormals
 
*[https://www.youtube.com/watch?v=DmuHLe6MjEA UDIMs - Modelling and Texturing Essentials (Youtube)] By FlippedNormals
*[[Arcane University: Hiding Texture Seams with Blended Decals|Hiding Texture Seams with Blended Decals]] By mathy
 
  
 
[[Category:Arcane_University-3D_Art| ]]
 
[[Category:Arcane_University-3D_Art| ]]

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