(Redirected from What To Do When)
- The following are tutorials of particular interests to Artists, and those who are somewhere in the Art Pipeline.
There are two main types of art tutorials here:
- For Artists - These tutorials focus on using external software to create art assets that are then imported into HeroEngine via the Repository Browser
- For Designers - These tutorials focus on how to use the existing art assets, to build specific things within the game world
Tutorials for Artists
- A list of art-related videos
- The following files are now available on the Account Management System download page
- Streamlined Art Examples Max/Maya/Photoshop
- Lightless Max Files
- Dynamic Character Sample - Goldman
- Dynamic Character Sample w/ TextureBanks - Sunok
- Quickstart on how to create assets so they can be imported into HeroEngine
- How to create the art asset that can be used as a skydome in your areas
- How to create materials with a collection of textures and shader settings
- How to build a non-animated asset in 3D Studio Max
- How to create a set of building blocks that will easily snap together
- How to set up multiple animation channels on a character skeleton, can then be blended together.
- How to use SpeedTree 4.0 to create trees and export them to HeroEngine
- How to use the automated Character Tools script to export a character, and setup the necessary files in the Repository
- How Artists can create art assets which incorporate animation
- The complete creation process for characters that are static, with no swappable parts. These characters are exported with the geometry and skeleton together.
- How Artists can create a basic dynamic character with swappable parts
- How Artists can add a dynamic texture bank that is tintable to a pre-existing dynamic character
- How Artists can add a dynamic texture bank that supports skin blending to a pre-existing dynamic character
- The original tutorial how to configure a character-held item such as a weapon, which can be attached to a character at multiple points (such as both hands), and animated from one to the other.
- The Maya tutorial of how to configure a character-held item such as a weapon, which can be attached to a character at multiple points (such as both hands), and animated from one to the other.
- Creating animations for characters