PSUnreal Art: Difference between revisions
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Zweitholou (talk | contribs) |
Zweitholou (talk | contribs) m fixed list organization |
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Line 33: | Line 33: | ||
* YlianM | * YlianM | ||
* Ynnwn | * Ynnwn | ||
<body part> are: | <body part> are: | ||
Line 45: | Line 44: | ||
* legs | * legs | ||
* foot | * foot | ||
* eyes | |||
* robe | |||
<variation> are: | <variation> are: |
Revision as of 23:26, 2 September 2018
Naming convention for Characters
Should be stored inside /Content/Characters/<race mesh name> (for example dermf , klyrosm)
Subdirectories:
- Animation
- naming: NOT MANDATORY but we can use <race mesh name>_<animation>
- 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
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
- arm
- hand
- torso
- torso_plate
- legs
- foot
- eyes
- robe
<variation> are:
- leather
- chainmail
- platemail
Art
Character rigging - setting up a character in blender to be used with the standard ue4 skeleton