PSUnreal Art: Difference between revisions

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== Naming convention for Characters ==
== Standards and Methods ==


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


Subdirectories:
[[Triangle count standards]]
* 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:
[[Character rigging]] - setting up a character in blender to be used with the standard ue4 skeleton
* DermF
* DermM
* EnkiF
* EnkiM
* FYnnwn
* KlyrosM
* KlyrosF
* Kran
* LemurF
* LemurM
* NolthrirF
* NolthrirM
* StonebF
* StonebM
* YlianF
* YlianM
* Ynnwn


[[Characters and Creatures sockets]]


<body part> are:
[[Character sizes]]
* hair
* head
* arms
* hands
* torso
* legs
* feet
* eyes
* robe
* arms_plate, torso_plate, hands_plate, legs_plate, feet_plate


<variation> are:
[[Character Animations]]
* leather
* chainmail
* platemail


Sockets setup on the skeleton are:
[[City design workflow]]
* helm
* righthand
* lefthand
* rightarm
* leftarm


[[Skybox and Lights setup]]


== Naming Convention for Skeletal Meshes inside Character Blueprint ==
[[Unreal Materials and Textures]]


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.
[[Optimization with Lightmaps, LOD, and Collisions]]


The sequence is:
[[PSUnreal Foliage|Foliage]]


* 0 = Torso
[[Maps editing workflow]]
* 1 = Head
* 2 = Arms
* 3 = Gloves
* 4 = Legs
* 5 = Boots


== Art ==
== Import Assets into Unreal ==


[[Triangle count standards]]
[[Import items]]


[[Import items]]
[[Import Texture with Alpha from GIMP]]


[[Import a level]]
[[Import a level]]


[[Import a char 3DSMAX]]
[[Import a char 3DSMAX]]
[[Import Mixamo Animation]]


[[Import a char Blender]]
[[Import a char Blender]]


[[Character rigging]] - setting up a character in blender to be used with the standard ue4 skeleton
[[Mirror an animation in Unreal]]
 
== Export Assets from Unreal ==
I had an issue where a texture coudn't be exported from Unreal. It doesn't have the "Asset Actions -> Export" menu entry at all.
 
Just copy the reference from unreal in the second line, and change the output line. Run this in Output Log, then select "Python" on the left dropdown.
 
 
import unreal
 
texture = unreal.EditorAssetLibrary.load_asset('/Game/Test/Character/Textures/Hair1.Hair1')
 
exporter = unreal.TextureExporterPNG()
 
task = unreal.AssetExportTask()
 
task.set_editor_property('object', texture)
 
task.set_editor_property('exporter', exporter)
 
task.set_editor_property('filename', 'C:/Output/Hair1.png')
 
task.set_editor_property('replace_identical', True)
 
task.set_editor_property('prompt', False)
 
task.set_editor_property('automated', True)
 
unreal.Exporter.run_asset_export_task(task)
 
== How things work in PSUnreal ==
 
[[Rain]]
 
== New Capabilities ==
 
[[Interactable Actors]]
 
== Gimp Tips ==
[[GIMP Custom brushes]]


[[City design workflow]]
[[Compendium Maps tokens]]

Latest revision as of 21:31, 20 April 2026

Standards and Methods

Naming Conventions

Triangle count standards

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

Characters and Creatures sockets

Character sizes

Character Animations

City design workflow

Skybox and Lights setup

Unreal Materials and Textures

Optimization with Lightmaps, LOD, and Collisions

Foliage

Maps editing workflow

Import Assets into Unreal

Import items

Import Texture with Alpha from GIMP

Import a level

Import a char 3DSMAX

Import Mixamo Animation

Import a char Blender

Mirror an animation in Unreal

Export Assets from Unreal

I had an issue where a texture coudn't be exported from Unreal. It doesn't have the "Asset Actions -> Export" menu entry at all.

Just copy the reference from unreal in the second line, and change the output line. Run this in Output Log, then select "Python" on the left dropdown.


import unreal

texture = unreal.EditorAssetLibrary.load_asset('/Game/Test/Character/Textures/Hair1.Hair1')

exporter = unreal.TextureExporterPNG()

task = unreal.AssetExportTask()

task.set_editor_property('object', texture)

task.set_editor_property('exporter', exporter)

task.set_editor_property('filename', 'C:/Output/Hair1.png')

task.set_editor_property('replace_identical', True)

task.set_editor_property('prompt', False)

task.set_editor_property('automated', True)

unreal.Exporter.run_asset_export_task(task)

How things work in PSUnreal

Rain

New Capabilities

Interactable Actors

Gimp Tips

GIMP Custom brushes

Compendium Maps tokens