Art Training

Revision as of 00:36, 6 January 2010 by SIMU-NOVA (Talk)
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Trainees can generally learn the Art pipeline in 1-2 days depending on the experience of the trainee as well as the needs of your particular implementation.

FaceGen training is usually just an overview at this stage as it is a deep process that requires a good foundation and understanding of the base character setup.  When the time comes, we’ll be more than happy to walk you through it.

Speedtree is also an optional component for training. Your license or the specific needs of your game will dictate whether or not SpeedTree training is needed.

Art is also a major component in the particle effects, Fx system, Animation system, and GUI work. These systems will be trained separately, but some artists may want to be in on those sessions as well.

The address above is where all the documentation and tutorials can be found. If you feel something is not clear or missing, or you feel that we need a whole new tutorial posted, please contact us and we will make the proper resources available.

  1. Directory Structure
  2. Texture directories
    1. Heightmaps
    2. Dynamic Details
    3. Dynamic Detail Assets
    4. Heightmap Billboards
    5. Cubemaps
    6. Vortex Textures
    7. Particle Textures
    8. Audio
    9. Resources
      1. Common
      2. Sky
  3. Max or maya setup
    1. Scripts set up
    2. File paths
    3. Units set up
  4. Repository Browser
  5. Hero Material
  6. Exporting from 3dsMax or Maya
    1. Hero Export utility
    2. Static Assets
      1. LOD’s
      2. Occluders
        1. building occluder meshes
        2. Using the asset as an Occluder
        3. Occluders as a special asset within HeroBlade
      3. SkyBox or SkyDome Creation
      4. Snap settings
      5. Do’s and dont’s
      6. Asset Settings Tool(beta)
      7. Tile Set Concepts
  7. Animated Assets
    1. Do’s and Dont’s
  8. Characters
    1. Rigging requirements
    2. Helpers vs Bones
    3. constraints, controllers, and expressions
    4. hierarchy requirements
    5. scale = bad
  9. Static Character
    1. folder structure
    2. SRB and channel tools
    3. .dat
    4. Animation .asq
    5. Animation Agent .aas
  10. Dynamic Character
    1. Basic Setup
    2. folder srtucture
      1. SRB and channel tools
      2. .dat
      3. .dyc
      4. .par
      5. Animation .asq
      6. Animation Agent .aas
    3. Advanced Setup
      1. Dynamic Textures
      2. .dtb
    4. Creating a tint mask
  11. FaceGen (surface level overview) – not h
    1. Building control meshes and exporting them
    2. Creating your base statistic
    3. multiple skeletons
    4. Exporting parts for integration
    5. integrating parts
    6. Wiring all the madness together
    7. Uploading FaceGen Components
  12. Animation Content
    1. authoring examples
    2. workflow examples
    3. using animation channel masks
    4. using the SRB(GrannyRootBone)
  13. Speedtree (optional)
    1. Working with Speedtree
    2. Exporting to game and uploading
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