Difference between revisions of "PSUnreal Art"

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Line 71: Line 71:
* 4 = Legs
* 4 = Legs
* 5 = Boots
* 5 = Boots
* 6 = Eyes
* 7 = Torso plate


== Art ==
== Art ==

Revision as of 01:24, 1 November 2018

Naming convention for Characters

Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)

Subdirectories:

  • Material
    • naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
  • Mesh
    • naming: <race mesh name>_<body part> (ex.: dermf_torso, dermf_torso_plate)
  • Texture
    • naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T_<type of texture>
  • Animation
    • naming: NOT MANDATORY but we can use <race mesh name>_<animation>

The standard <race names> are:

  • DermF
  • DermM
  • EnkiF
  • EnkiM
  • FYnnwn
  • KlyrosM
  • KlyrosF
  • Kran
  • LemurF
  • LemurM
  • NolthrirF
  • NolthrirM
  • StonebF
  • StonebM
  • YlianF
  • YlianM
  • Ynnwn


<body part> are:

  • hair
  • head
  • arms
  • hands
  • torso
  • legs
  • feet
  • eyes
  • robe
  • arms_plate, torso_plate, hands_plate, legs_plate, feet_plate

<variation> are:

  • leather
  • chainmail
  • platemail

Sockets setup on the skeleton are:

  • helm
  • righthand
  • lefthand
  • rightarm
  • leftarm


Naming Convention for Skeletal Meshes inside Character Blueprint

The name of the Skeletal meshes added as sub components to the main mesh inside the Character Blueprint can be as you want, BUT the meshes should be listed in a specific order, which will correspond to the INDEX used by the code to switch textures or geometry on those.

The sequence is:

  • 0 = Torso
  • 1 = Head
  • 2 = Arms
  • 3 = Gloves
  • 4 = Legs
  • 5 = Boots
  • 6 = Eyes
  • 7 = Torso plate

Art

Triangle count standards

Import items

Import a level

Import a char 3DSMAX

Import a char Blender

Character rigging - setting up a character in blender to be used with the standard ue4 skeleton

City design workflow