PSUnreal Art: Difference between revisions

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== Naming convention for Characters ==
Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)
Subdirectories:
* Animation
** naming: NOT MANDATORY but we can use <race mesh name>_<animation>
* 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
<body part> are:
* hair
* head
* arm
* hand
* torso
* torso_plate
* legs
* foot
* eyes
* robe
<variation> are:
* leather
* chainmail
* platemail


== Art ==
== Art ==

Revision as of 20:57, 30 August 2018

Naming convention for Characters

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

Subdirectories:

  • Animation
    • naming: NOT MANDATORY but we can use <race mesh name>_<animation>
  • 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


<body part> are:

  • hair
  • head
  • arm
  • hand
  • torso
  • torso_plate
  • legs
  • foot
  • eyes
  • robe

<variation> are:

  • leather
  • chainmail
  • platemail


Art

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