Character Art: Difference between revisions

From UIW3D Unified Pipeline Wiki
mNo edit summary
mNo edit summary
Line 79: Line 79:
** <small>T_CharName_MRO</small>
** <small>T_CharName_MRO</small>
** <small>T_CharName_N</small>
** <small>T_CharName_N</small>
** <small>T_CharName_Skin_A</small>
* <small>MI_SSS_CharName</small>
* <small>MI_SSS_CharName</small>
** <small>T_CharName_Skin_A</small>
** <small>T_CharName_Skin_A</small>
Line 88: Line 87:
** <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>T_CharName_N</small>
** <small>T_CharName_Eyes_N</small>
** <small>T_CharName_T</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. 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

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