Difference between pages "Type tree" and "3D Asset Workflow: Sikailu"

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(Created page with "= Type Tree = thumb|right|Type Tree *The Type Tree can be found from '''View → Type tree.''' **You may also use hotkeys '''CTRL+F3''' *The Type Tree...")
 
(Created page with "<div style="border-bottom:2px solid #99aac7; background:#d0def5; padding:0.4em 0.5em; font-size:130%; margin-bottom: 25px; text-align: center; float:top;"> ⬑ 3D Asset Wor...")
 
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= Type Tree =
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<div style="border-bottom:2px solid #99aac7; background:#d0def5; padding:0.4em 0.5em; font-size:130%; margin-bottom: 25px; text-align: center; float:top;">
[[File:type_tree.PNG|thumb|right|Type Tree]]
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⬑  [[3D Asset Workflow]]</div>
*The Type Tree can be found from '''View → Type tree.'''
 
**You may also use hotkeys '''CTRL+F3'''
 
*The Type Tree contains '''every''' type available in the editor. 
 
*You can search the type tree using the '''search''' function located on top of the Type Tree window (if you know the name or part of the name of the type).
 
*By opening the '''Properties window''' (hotkey CTRL+P) you'll be able to open up every type's properties for learning about its features.
 
  
== AbstractCraftingWindow ==
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<div style="padding-right: 10px; padding-left: 1000px; padding-top: 60px; padding-bottom: 80px;">
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{{#lst:3D Asset Workflow}} <!-- Link list transcluded from main 3D Asset Workflow page -->
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</div>
  
[[File:abstract_crafting_window_2.PNG|400px]]
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= Summary =
 +
'''Sikailu / sikailla''' = "to act like a pig", a noun and a verb. Sometimes a 3D artist/level artist needs to take an already existing 3D model, and make something completely new out of it, using the parts of the old one. This happens when the old models do not 100% fit the desired design. Rather than making a new model out of scratch, sikailing it is way faster
  
== AbstractFont ==
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* Sikailu is used by both the 3D artists and the level artists - this wiki page will cover the 3D side of it only
*All the available fonts in editor.
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** The basic principal is the same: bashing different assets together to create something "new"
 +
** The level artists will do this in the Editor, but the 3D artists can create actual fbxmodels out of the sikaille'd models
  
[[File:abstract_font.PNG|400px]]
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= Sikailu Workflow Steps =
 +
[[File:3D_Asset_Workflow_sikailu_flowchart_10.5.2023.jpg|1100px|center]]
  
== AbstractItem ==
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# When you get the sikailu task, you first need to '''find the model/models needed''' for completing the task
 
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#* All the workfiles should be in the SVN workspace, but if you can't find them or if they're outdated, take them from the binary folder
*'''AbstractItem''' Contains three subcategories, these are the items, that can be set as loots to lootable containers.
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# In most cases, the new sikailu model will be added as an additional fbxmodel to a pre-existing set, so open the file and make a new mesh layer for it in Modo
**'''CraftingMaterial:''' All crafting materials (Shadwen).
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#* It's best to save the file to your computer locally, rather than work from the workspace/binary
**'''Recipe:''' All schematics for craftable items (Shadwen).
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# '''Build the sikailu model required out of the pieces of the old model'''
**'''Weapon:''' All weapons and distracting tools, including already crafted items and bombs (Shadwen).
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#* Sometimes you need to use multiple models for this, but if at all possible, don't use multiple texture sets - they will add drawcalls in the Editor, meaning that it will use more memory
 
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# As you're building a new fbxmodel entirely, you can bend and modify the models used as needed, to get the end result you want
[[File:abstract_item.PNG|400px]]
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# Name the asset in a way that it fits the other, pre-existing models in the set
 
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# Make [[3D_Asset_Workflow:_LODs|LODs]] for the asset
== AbstractManagerInstance ==
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# Export the asset to the Editor
 
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#* If you're adding an asset to a pre-existing set, you can only create that one as a new model, and not update the existing models
*'''AbstractManagerInstance''' contains all the different managers in editor.
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# Make sure everything works
**Managers help you to keep track on every entity/character/object/feature etc. set on your level.
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#* It's important to also check that you didn't accidentally break anything from the existing set
**You may, for example check the the types and total amount of every guard existing on your level by opening GameGuardManager's properties (properties window hotkeys CTRL+P) and expanding the GuardUHs property.
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# Add the updated workfiles to the workspace SVN
 
 
[[File:abstract_manager_instance.PNG|400px]]
 
 
 
== AbstractMaterial ==
 
 
 
*'''AbstractMaterial''' section contains:
 
*GameMaterials
 
*PhysicsMaterials
 
 
 
[[File:abstract_material.PNG|400px]]
 
 
 
== AbstractNavigationMeshType ==
 
 
 
*All the NavigationMesh types in editor.
 
 
 
[[File:abstract_nav_mesh.PNG|400px]]
 
 
 
== AbstractParticleType ==
 
 
 
*All the different particle types in editor.
 
[[File:abstract_particle.PNG|400px]]
 
 
 
== AbstractSounds ==
 
 
 
[[File:abstract_sound_all.PNG|400px]]
 
 
 
== BaseWidget ==
 
 
 
[[File:base_widget.PNG|400px]]
 
 
 
== ComponentBase ==
 
 
 
*If you wish to see all the available components, they can be found under '''ComponentBase'''.
 
**Components are the (invisible) parts you add to objects etc. on your level.
 
**Components enable intended abilities/features.
 
**In other words, components can't be physically dragged to the level from the Type Tree.
 
**You can check the component's features by opening their properties (CTRL+P).
 
 
 
[[File:component_base_1.PNG|400px]]
 
 
 
[[File:component_base_2.PNG|400px]]
 
 
 
== InstanceBase (Entities) ==
 
*Under '''InstanceBase -> Entity''' you'll be able to find all the '''entities''' and '''objects''' (CollisionHelpers, Prefabs, art models, effects, Event entities, Checkpoint entities, Respawn points, Trigger areas etc.) that can be dragged to your level.
 
 
 
[[File:instance_base_full.PNG|400px]]
 
 
 
== SceneBase ==
 
 
 
[[File:scene_base.PNG|400px]]
 

Latest revision as of 16:40, 28 July 2023

3D Asset Workflow

Summary

Sikailu / sikailla = "to act like a pig", a noun and a verb. Sometimes a 3D artist/level artist needs to take an already existing 3D model, and make something completely new out of it, using the parts of the old one. This happens when the old models do not 100% fit the desired design. Rather than making a new model out of scratch, sikailing it is way faster
  • Sikailu is used by both the 3D artists and the level artists - this wiki page will cover the 3D side of it only
    • The basic principal is the same: bashing different assets together to create something "new"
    • The level artists will do this in the Editor, but the 3D artists can create actual fbxmodels out of the sikaille'd models

Sikailu Workflow Steps

3D Asset Workflow sikailu flowchart 10.5.2023.jpg
  1. When you get the sikailu task, you first need to find the model/models needed for completing the task
    • All the workfiles should be in the SVN workspace, but if you can't find them or if they're outdated, take them from the binary folder
  2. In most cases, the new sikailu model will be added as an additional fbxmodel to a pre-existing set, so open the file and make a new mesh layer for it in Modo
    • It's best to save the file to your computer locally, rather than work from the workspace/binary
  3. Build the sikailu model required out of the pieces of the old model
    • Sometimes you need to use multiple models for this, but if at all possible, don't use multiple texture sets - they will add drawcalls in the Editor, meaning that it will use more memory
  4. As you're building a new fbxmodel entirely, you can bend and modify the models used as needed, to get the end result you want
  5. Name the asset in a way that it fits the other, pre-existing models in the set
  6. Make LODs for the asset
  7. Export the asset to the Editor
    • If you're adding an asset to a pre-existing set, you can only create that one as a new model, and not update the existing models
  8. Make sure everything works
    • It's important to also check that you didn't accidentally break anything from the existing set
  9. Add the updated workfiles to the workspace SVN