PSUnreal Art: Difference between revisions

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Subdirectories:
Subdirectories:
* Animation
** naming: NOT MANDATORY but we can use <race mesh name>_<animation>
* Material
* Material
** naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
** naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
Line 13: Line 11:
* Texture
* Texture
** naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T
** naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T
 
* Animation
** naming: NOT MANDATORY but we can use <race mesh name>_<animation>


The standard <race names> are:
The standard <race names> are:

Revision as of 19:54, 3 September 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
  • 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
  • arm
  • hand
  • torso
  • torso_plate
  • legs
  • foot
  • eyes
  • robe

<variation> are:

  • leather
  • chainmail
  • platemail

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