PSUnreal Art: Difference between revisions
		
		
		
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| * hands | * hands | ||
| * torso | * torso | ||
| * legs | * legs | ||
| * feet | * feet | ||
| * eyes | * eyes | ||
| * robe | * robe | ||
| * arms_plate, torso_plate, hands_plate, legs_plate, feet_plate | |||
| <variation> are: | <variation> are: | ||
Revision as of 20:44, 3 September 2018
Naming convention for Characters
Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)
Subdirectories:
- 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
 
- Animation
- naming: NOT MANDATORY but we can use <race mesh name>_<animation>
 
The standard <race names> are:
- DermF
- DermM
- EnkiF
- EnkiM
- FYnnwn
- KlyrosM
- KlyrosF
- Kran
- LemurF
- LemurM
- NolthrirF
- NolthrirM
- StonebF
- StonebM
- YlianF
- YlianM
- Ynnwn
<body part> are:
- hair
- head
- arms
- hands
- torso
- legs
- feet
- eyes
- robe
- arms_plate, torso_plate, hands_plate, legs_plate, feet_plate
<variation> are:
- leather
- chainmail
- platemail
Art
Character rigging - setting up a character in blender to be used with the standard ue4 skeleton