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

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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.
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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.
  
 
== General Workflow ==
 
== General Workflow ==
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.
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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.
  
 
#[[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 ===
=== Clutter ===
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=== Animated Objects ===
=== Statics ===
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*[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 ===
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=== Trees and Plants ===
[[File:BSLeafAnim.png|thumb|left]]
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*[[AU:Flora Workflow|Flora Workflow]]
<br clear=all>
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*[https://www.youtube.com/watch?v=GE0Tm0RBRuc Creating and Texturing Grass (video)] by David Pynkoski (Beyond Skyrim)
=== Harvestables ===
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=== 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 ===
*[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==
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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] [$] - baking, texturing.  
*[https://www.substance3d.com/products/substance-painter/ Substance Painter] [$*] - baking, texturing. Free with Student License.  
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*[https://www.adobe.com/products/substance3d-painter.html Adobe Substance 3D Painter] [$*] - baking, texturing. Free with Student License.  
**[https://www.nexusmods.com/skyrimspecialedition/mods/44400?tab=description Substance Painter Plugin] - free. if you're using Substance Painter, you'll also want to use the PBR to Skyrim plugin.
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**[https://www.nexusmods.com/skyrimspecialedition/mods/44400?tab=description Substance Painter Plugin] - free. if you're using Adobe Substance 3D Painter, you'll also want to use the PBR to Skyrim plugin.
**[https://www.substance3d.com/products/substance-designer/ Substance Designer] [$*] 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.
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**[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.
 
*[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|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].}}
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{{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].}}
  
 
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| ]]

Latest revision as of 11:45, 17 September 2023

< Arcane University
AULabel.png AU Disciplines
3D Art
Animation
Concept Art
Implementation
Level Design
Music Composition
Project Management
Sound Effects
Voice Acting
Writing

The 3D Art department takes two-dimensional 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 animation and implementation teams.

General Workflow[edit]

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[edit]

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[edit]

Weapons[edit]

Armor[edit]

Animated Objects[edit]

Trees and Plants[edit]

Tilesets and Architecture[edit]

LOD Objects[edit]

Basic Software[edit]

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[edit]

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

3D baking programs[edit]

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[edit]

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 [$] - baking, texturing.
  • Adobe Substance 3D Painter [$*] - baking, texturing. Free with Student License.
    • Substance Painter Plugin - free. if you're using Adobe Substance 3D Painter, you'll also want to use the PBR to Skyrim plugin.
    • 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.
  • 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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

Modelling

Texturing