New pages
- 14:53, 30 August 2023 Trine 5 Support (hist) [4,899 bytes] JoelFB (talk | contribs) (creation of the page, to be updated very soon)
- 12:49, 30 August 2023 Support (hist) [1,628 bytes] JoelFB (talk | contribs) (adding the first Support page)
- 15:40, 28 July 2023 3D Asset Workflow: Sikailu (hist) [2,578 bytes] Mio Mäkijärvi (talk | contribs) (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...")
- 15:19, 28 July 2023 3D Asset Workflow: Sway (hist) [7,319 bytes] Mio Mäkijärvi (talk | contribs) (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...")
- 15:14, 28 July 2023 3D Asset Workflow: Blocksets (hist) [12,212 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * 3D Asset Workflow: Asset Assembling * '''Blocksets''' or '''modular sets''' are used for creating building exterior or interior environment assets (such as w...")
- 15:05, 28 July 2023 3D Asset Workflow: Tile Textures and Trimsheets (hist) [10,861 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * 3D Asset Workflow: Blocksets * If you have a big/long surface of something like wall/rope/floor/ground, it's probably best to make '''a tile texture''' or ''...")
- 14:52, 28 July 2023 3D Asset Workflow: Troubleshooting (hist) [4,214 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * Check also: 3D Asset Workflow: General Tips = Sculpting = == Exporting highpoly mesh from ZBrush == === The model's scale is off when exporting from ZBrush...")
- 14:49, 28 July 2023 3D Asset Workflow: General Tips (hist) [3,245 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * Check also: 3D Asset Workflow: Troubleshooting = Lowpoly/UVs/Baking = * Using bevels and avoiding 90 degree angles in models results in better bakes File:...")
- 14:45, 28 July 2023 3D Asset Workflow: Alternative Textures (hist) [3,961 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * Alternative Textures (AltTextures) are used when there's a '''need for a different looking material/color for the same asset''' * Some times it's better to make...")
- 14:43, 28 July 2023 3D Asset Workflow: Tintmask (hist) [5,907 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * A tintmask is a texture, in which different areas of the model are masked to separate color channels ** The albedo of the model can then be colored in the Editor...")
- 14:40, 28 July 2023 3D Asset Workflow: Vegetation (hist) [23,848 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * This wiki page guides you through the process of how to: # Create swaymaps # Make them work in the Editor * The sway map is essential for any vegetation or folia...")
- 14:37, 28 July 2023 3D Asset Workflow: Completed asset checklist (hist) [6,996 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * This page consists of a checklist for the 3D artist to go through once the 3D asset is otherwise finalized, but not yet exported to the Editor/workspace = Check...")
- 14:34, 28 July 2023 3D Asset Workflow: LODs (hist) [9,672 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * '''What are LODs?''' ** LOD = Level of Detail ** LODs are an '''important performance optimization feature''', where 3D models are dynamically swapped to lower q...")
- 14:26, 28 July 2023 3D Asset Workflow: Naming the Asset (hist) [9,820 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * From this page, you can find instructions of: # '''How to name your asset''' so it's naming stays consistent with the rest of the Trine 3D assets #* 3D_Asset_W...")
- 14:25, 28 July 2023 3D Asset Workflow: Asset Assembling (hist) [3,887 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = Check also 3D Asset Workflow: Blocksets and 3D Asset Workflow: Tile Textures and Trimsheets * After the 3D asset set pieces are retopoed, UV mapped, and t...")
- 14:19, 28 July 2023 3D Asset Workflow: Texturing (hist) [16,597 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * We have our own Frozenbyte shelf where all the '''custom materials''' are added ** '''It is recommended to use these materials when possible to keep a coherent l...")
- 14:12, 28 July 2023 3D Asset Workflow: Baking (hist) [19,786 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = * Baking means '''transfering the high poly mesh's information to a 2D texture map''' ** This way you get '''the details of the dense highpoly mesh in a much more...")
- 14:03, 28 July 2023 3D Asset Workflow: UV Mapping (hist) [11,971 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = We use Modo for this work phase, so all of the notes and screenshots here are mostly Modo specific == While UV Mapping, keep the following things in mind == #...")
- 14:01, 28 July 2023 3D Asset Workflow: Retopology (hist) [13,793 bytes] Mio Mäkijärvi (talk | contribs) (Created page with "= Summary = We use Modo for this work phase, so all of the notes and screenshots here are mostly Modo specific * Retopology means '''creating a low density mesh based o...")