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

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(Weapons)
(Asset-specific Tutorials)
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*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
 
*[[File:Tutorial_skyrim_bows_from_3ds.pdf]] (Bows with 3ds and Nifskope)
  
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== DungeonKits & Architecture Kits ==
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*[[File:Bernstein_Mike_ModularKits3d.pdf]]
 
=== Armor ===
 
=== Armor ===
 
=== Misc Items ===
 
=== Misc Items ===

Revision as of 09:18, 29 December 2020

< 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 experiences gathered in the team regarding Animation and 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 [[1]].

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

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