Character Art: Difference between revisions

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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'''
 
Below is the naming convention for the character art pipeline as well as an example for how you will be naming your character assets.  
* SK_CharName
AssetTypePrefix_AssetName_Descriptor_VariantNumber
 
* 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 ===
<blockquote>
<blockquote>
==== Maya ====
* <small>SK_CharName</small>


* Export
* <small>SKEL_CharName</small>
** Fbx
* <small>MI_S_CharName</small>
*** Geo
** <small>T_CharName_A</small>
*** Rig
** <small>T_CharName_MRO</small>
 
** <small>T_CharName_N</small>
==== Substance Painter ====
** <small>T_CharName_Skin_A</small>
 
* <small>MI_SSS_CharName</small>
* Export
** <small>T_CharName_Skin_A</small>
</blockquote>
** <small>T_CharName_Skin_MRO</small>
 
** <small>T_CharName_Skin_N</small>
=== Integration ===
** <small>T_CharName_Skin_SSS</small>
<blockquote>
* <small>MI_E_CharName</small>
==== UE5 ====
** <small>T_CharName_Eyes_A</small>
 
** <small>T_CharName_Eyes_MRO</small>
* Import
** <small>T_CharName_N</small>
** Fbx
** <small>T_CharName_T</small>
** Textures
* Setup
** Geo
** Rig
** Material
</blockquote>
</blockquote>
== V-Ray ==
=== Pipeline Overview ===

Revision as of 16:47, 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