PSUnreal Art: Difference between revisions

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== Naming convention for Characters ==
== Standards and Methods ==


Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)
[[Naming Conventions]]


Subdirectories:
[[Triangle count standards]]
* Material
** naming: <race mesh name>_<body part>_<variation>_Mat (ex.: dermf_torso_chainmail_Mat)
* Mesh
** naming: <race mesh name>_<body part> (ex.: dermf_torso, dermf_torso_plate)
* Texture
** naming: NOT MANDATORY but we can use <race mesh name>_<body part>_<variation>_T_<type of texture>
* Animation
** naming: NOT MANDATORY but we can use <race mesh name>_<animation>


The standard <race names> are:
[[Character rigging]] - setting up a character in blender to be used with the standard ue4 skeleton
* DermF
* DermM
* EnkiF
* EnkiM
* FYnnwn
* KlyrosM
* KlyrosF
* Kran
* LemurF
* LemurM
* NolthrirF
* NolthrirM
* StonebF
* StonebM
* YlianF
* YlianM
* Ynnwn


[[Characters and Creatures sockets]]


<body part> are:
[[Character sizes]]
* hair
* head
* arms
* hands
* torso
* legs
* feet
* eyes
* wings
* robe
* arms_plate, torso_plate, hands_plate, legs_plate, feet_plate


<variation> are:
[[Character Animations]]
* leather
* chainmail
* platemail


Sockets setup on the skeleton are:
[[City design workflow]]
* helm
* righthand
* lefthand
* rightarm
* leftarm
* spellSpawn (used to center spells when hitting a target)


== Naming Convention for Skeletal Meshes inside Character Blueprint ==
[[Skybox and Lights setup]]


The name of the Skeletal meshes added as sub components to the main mesh inside the Character Blueprint can be as you want, BUT the meshes should be listed in a specific order, which will correspond to the INDEX used by the code to switch textures or geometry on those.
[[Unreal Materials and Textures]]


The sequence is:
[[Optimization with Lightmaps, LOD, and Collisions]]


* 0 = Torso
[[PSUnreal Foliage|Foliage]]
* 1 = Head
* 2 = Arms
* 3 = Hands
* 4 = Legs
* 5 = Feet
* 6 = Eyes
* 7 = Torso plate


== Art ==
[[Maps editing workflow]]


[[Triangle count standards]]
== Import Assets into Unreal ==


[[Import items]]
[[Import items]]
[[Import Texture with Alpha from GIMP]]


[[Import a level]]
[[Import a level]]
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[[Import a char Blender]]
[[Import a char Blender]]


[[Character rigging]] - setting up a character in blender to be used with the standard ue4 skeleton
[[Mirror an animation in Unreal]]
 
== How things work in PSUnreal ==
 
[[Rain]]
 
== New Capabilities ==
 
[[Interactable Actors]]


[[City design workflow]]
== Gimp Tips ==
[[GIMP Custom brushes]]


[[Unreal Materials and Textures]]
[[Compendium Maps tokens]]

Latest revision as of 10:05, 26 November 2024