Difference between revisions of "Asset Creation Pipeline"

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== Creating Your First 3D Model ==
 
== Creating Your First 3D Model ==
 
===== Pre-requisites =====  
 
===== Pre-requisites =====  
First off you  will need a 3D modelling program, for this example we will be using Blender which is the recommended tool for creating assets for Off Grid[[File:Cycles_dropdown.png|200px|thumb|fig 0.1]]<br />
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First off you  will need a 3D modelling program, for this example we will be using Blender which is the recommended tool for creating assets for Off Grid
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===== Setting Up Blender  =====
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Before we start creating 3D assets we need to set blender up properly. To start we will change Blenders rendering engine to  Cycles Render. This can be seen in fig 0.1<br />
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[[File:Cycles_dropdown.png|200px|thumb|left|fig 0.1]]<br />
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===== Setting Up Blender  =====
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Before we start creating 3D assets we need to set blender up properly. To start we will change Blenders rendering engine to  Cycles Render. This can be seen in fig 0.1
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Now that we have the correct render engine selected we must insure that blender is set to the correct units. A single Unity3D Unit is 1m, therefore we must set our unit preset to meters within Blender.This can be done by selecting scene properties and then selecting the drop down box under the units section. This can be seen in fig 0.2<br />
 
Now that we have the correct render engine selected we must insure that blender is set to the correct units. A single Unity3D Unit is 1m, therefore we must set our unit preset to meters within Blender.This can be done by selecting scene properties and then selecting the drop down box under the units section. This can be seen in fig 0.2<br />
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To check the Tris count of your asset all you need to do is select your asset and look at the top bar as shown in fig 0.4
 
To check the Tris count of your asset all you need to do is select your asset and look at the top bar as shown in fig 0.4
[[File:Triscount.png|600px|thumb|right|fig 0.4]]<br />
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[[File:Triscount.png|600px|thumb|left|fig 0.4]]<br />
 
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Now that this option has been selected you may find parts of your asset are invisible like the cube on the left shown in fig 0.4, this is because the normals of the object are facing the incorrect way. To fix this you must flip the normals.To fix the normals you must be in edit mode and preferably in face selection mode. Now select the faces that need fixing.Navigate to the left panel shown in fig 0.5 if this is missing for you make sure you select the perspective window and press '''T'''. Select the Shading/UVs tab and click the button Flip Direction as shown in fig 0.6
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Now that this option has been selected you may find parts of your asset are invisible like the cube on the left shown in fig 0.5, this is because the normals of the object are facing the incorrect way. To fix this you must flip the normals.To fix the normals you must be in edit mode and preferably in face selection mode. Now select the faces that need fixing.Navigate to the left panel shown in fig 0.5 if this is missing for you make sure you select the perspective window and press '''T'''. Select the Shading/UVs tab and click the button Flip Direction as shown in fig 0.6
[[File:FlipNormals.png|400px|thumb|right|fig 0.5]]<br />
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[[File:FlipNormals.png|400px|thumb|left|fig 0.6]]<br />
 
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Revision as of 09:52, 13 September 2017

Creating Your First 3D Model

Pre-requisites

First off you will need a 3D modelling program, for this example we will be using Blender which is the recommended tool for creating assets for Off Grid

Setting Up Blender

Before we start creating 3D assets we need to set blender up properly. To start we will change Blenders rendering engine to Cycles Render. This can be seen in fig 0.1

fig 0.1









Now that we have the correct render engine selected we must insure that blender is set to the correct units. A single Unity3D Unit is 1m, therefore we must set our unit preset to meters within Blender.This can be done by selecting scene properties and then selecting the drop down box under the units section. This can be seen in fig 0.2

fig 0.2












Once you have done that we just have to clean up our scene by removing the camera and the lamp. This can simply be done by right clicking them in the hierarchy and selecting delete.

Naming Conventions

Now that you have properly set up Blender you are free to create your 3D asset. An Important note while creating your asset is to insure that your 3D Asset follows Off Grids naming conventions:

  • All​ ​asset​ ​names​ ​should​ ​use​ ​UpperCamelCase​ ​and​ ​end​ ​with​ ​the​ ​appropriate​ ​number​ ​scheme _01,​ ​_02,​ ​_03
  • If​ ​an​ ​asset​ ​is​ ​completely​ ​specific​ ​to​ ​a​ ​location,​ ​for​ ​example​ ​a​ ​sign​ ​for​ ​a​ ​company​ ​building then​ ​the​ ​format​ ​to​ ​follow​ ​would​ ​be:
ObjectName-ObjectLocation_0X 
E.G​ ​-​ ​CompanySign-Bank_01
  • If​ ​there​ ​are​ ​multiple​ ​variants​ ​of​ ​the​ ​asset​ ​and​ ​you​ ​feel​ ​that​ ​the​ ​asset​ ​needs​ ​further description​ ​then​ ​you​ ​should​ ​use​ ​the​ ​following​ ​format:
ObjectName-Adjective-ObjectLocation_0X

​​ or

​ObjectName-Adjective_0X 
E.G​ ​CompanySign-Big-Bank_01,​ ​CompanySign-Small-Bank_01,​ ​Fence-Mesh_01, Fence-Wooden_01 
  • All​ ​mesh​ ​objects​ ​in​ ​Blender​ ​or​ ​your​ ​3D​ ​application​ ​of​ ​choice​ ​should​ ​use​ ​the​ ​postfix​ ​​_mesh
E.G​ ​CompanySign-Big-Bank_01_mesh,​ ​Fence-Mesh_01_mesh

Example of the correct hierarchy in Blender:

fig 0.3





Mesh Cleanup

Now that you have created your asset it is important to clean up any unesscary Tris and insure the normals are facing outwards. Important - Your asset ​should​ ​not​ ​exceed​ ​max​ ​150​ ​tris​ ​for an​ ​average​ ​model​ ​(dependant​ ​on​ ​scale​ ​of object)

To check the Tris count of your asset all you need to do is select your asset and look at the top bar as shown in fig 0.4

fig 0.4






Normals

To check the normals of an asset while in the perspective window you must press N which will open a new panel scroll to the bottom of the panel until you find the Shading section. Once at the shading section toggle Backface Culling as shown in fig 0.5

fig 0.5

















Now that this option has been selected you may find parts of your asset are invisible like the cube on the left shown in fig 0.5, this is because the normals of the object are facing the incorrect way. To fix this you must flip the normals.To fix the normals you must be in edit mode and preferably in face selection mode. Now select the faces that need fixing.Navigate to the left panel shown in fig 0.5 if this is missing for you make sure you select the perspective window and press T. Select the Shading/UVs tab and click the button Flip Direction as shown in fig 0.6

fig 0.6



















Vertex Painting

some text

Preparing To Export

Importing Your Model