Character Art: Difference between revisions
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== Unreal Engine 5 == | == 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. [[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.
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
