Character Art: Difference between revisions
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** <small>T_CharName_MRO</small> | ** <small>T_CharName_MRO</small> | ||
** <small>T_CharName_N</small> | ** <small>T_CharName_N</small> | ||
* <small>MI_SSS_CharName</small> | * <small>MI_SSS_CharName</small> | ||
** <small>T_CharName_Skin_A</small> | ** <small>T_CharName_Skin_A</small> | ||
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** <small>T_CharName_Eyes_A</small> | ** <small>T_CharName_Eyes_A</small> | ||
** <small>T_CharName_Eyes_MRO</small> | ** <small>T_CharName_Eyes_MRO</small> | ||
** <small> | ** <small>T_CharName_Eyes_N</small> | ||
** <small> | ** <small>T_CharName_Eyes_T</small> | ||
</blockquote> | </blockquote> | ||
Revision as of 17:15, 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
| 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
- 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_Eyes_N
- T_CharName_Eyes_T
