Character Art: Difference between revisions

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(Naming convention template added.)
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== Unreal Engine 5 ==
== Unreal Engine 5 ==
Character art pipeline from Maya to Unreal Engine 5 (UE5). It is expected for you to have the character assets made and are ready to integrate the assets into the engine. Character assets include the in-game geometry, textures, and rig. [[File:UIW3d CharacterArtPipeline Overview2.png|frameless|1036x1036px]]
Below is a flow chart of the character art pipeline from Maya to Unreal Engine 5 (UE5). It is expected for you to have the character assets made and are ready to integrate the assets into the engine. Character assets include the in-game geometry, textures, and rig. [[File:UIW3d CharacterArtPipeline Overview2.png|frameless|1036x1036px]]


 
== Naming Conventions ==
To maintain organizational consistency and cohesion throughout the production a clearly defined naming convention is needed. As you develop your game the list of assets needed will continue to expand and a strong naming convention will allow for easier file location and prevent potential conflicts from arising. For a more detailed description of the naming conventions below take a look into Epic's documentation here: Recommended Naming Conventions


All character assets will be utilizing the layout below for the naming conventions. Provided are the breakdowns for each specified slot within the asset name. 
'''AssetTypePrefix_AssetName_Descriptor_VariantNumber'''
{| class="wikitable"
|+
!Asset Types
!Prefix
|-
|Skeletal Mesh         
|SK_
|-
|Skeleton
|SKEL_
|-
|Material
|M_
|-
|Material Instance         
|MI_
|-
|Texture                                                         
|T_
|}
{| class="wikitable"
!Material Descriptors
!Suffix
|-
|Standard
|_S
|-
|Skin
|_SSS
|-
|Hair
|_H
|-
|Eyes                                                             
|_E
|}
{| class="wikitable"
!Texture Descriptors
!Suffix
|-
|Albedo
|_A
|-
|Metallic
|_M
|-
|Roughness
|_R
|-
|Occlusion
|_O
|-
|Normal                                                         
|_N
|-
|Transparency
|_T
|-
|Subsurface Scattering
|_SSS
|}
Below is the naming convention for the character art pipeline as well as an example for how you will be naming your character assets. <blockquote>'''AssetTypePrefix_AssetName_Descriptor_VariantNumber'''
* SK_CharName
* SKEL_CharName
* MI_S_CharName
** T_CharName_A
** T_CharName_MRO
** T_CharName_N
** T_CharName_Skin_A
* MI_SSS_CharName
** T_CharName_Skin_A
** T_CharName_Skin_MRO
** T_CharName_Skin_N
** T_CharName_Skin_SSS
* MI_E_CharName
** T_CharName_Eyes_A
** T_CharName_Eyes_MRO
** T_CharName_N
** T_CharName_T
</blockquote>
M_S
M_SSS
M_H
M_E


=== Assets ===
=== Assets ===

Revision as of 16:41, 25 February 2023

Summary

The character art pipeline is a multi-stage process used to create high-quality 3D character models for use in various media. UIW's Unified Pipeline is a version of this process adapted specifically for use at the University. The workflows below are designed to streamline the process and ensure consistency in quality across different projects.

Unreal Engine 5

Below is a flow chart of the character art pipeline from Maya to Unreal Engine 5 (UE5). It is expected for you to have the character assets made and are ready to integrate the assets into the engine. Character assets include the in-game geometry, textures, and rig. UIW3d CharacterArtPipeline Overview2.png

Naming Conventions

To maintain organizational consistency and cohesion throughout the production a clearly defined naming convention is needed. As you develop your game the list of assets needed will continue to expand and a strong naming convention will allow for easier file location and prevent potential conflicts from arising. For a more detailed description of the naming conventions below take a look into Epic's documentation here: Recommended Naming Conventions

All character assets will be utilizing the layout below for the naming conventions. Provided are the breakdowns for each specified slot within the asset name.

AssetTypePrefix_AssetName_Descriptor_VariantNumber

Asset Types Prefix
Skeletal Mesh SK_
Skeleton SKEL_
Material M_
Material Instance MI_
Texture T_
Material Descriptors Suffix
Standard _S
Skin _SSS
Hair _H
Eyes _E
Texture Descriptors Suffix
Albedo _A
Metallic _M
Roughness _R
Occlusion _O
Normal _N
Transparency _T
Subsurface Scattering _SSS

Below is the naming convention for the character art pipeline as well as an example for how you will be naming your character assets.

AssetTypePrefix_AssetName_Descriptor_VariantNumber

  • SK_CharName
  • SKEL_CharName
  • MI_S_CharName
    • T_CharName_A
    • T_CharName_MRO
    • T_CharName_N
    • T_CharName_Skin_A
  • MI_SSS_CharName
    • T_CharName_Skin_A
    • T_CharName_Skin_MRO
    • T_CharName_Skin_N
    • T_CharName_Skin_SSS
  • MI_E_CharName
    • T_CharName_Eyes_A
    • T_CharName_Eyes_MRO
    • T_CharName_N
    • T_CharName_T


M_S

M_SSS

M_H

M_E

Assets

Maya

  • Export
    • Fbx
      • Geo
      • Rig

Substance Painter

  • Export

Integration

UE5

  • Import
    • Fbx
    • Textures
  • Setup
    • Geo
    • Rig
    • Material

V-Ray

Pipeline Overview