Modelling Procedures

Workflow

The workflow for the modeling department is quite different from the others, this is because it revolves around constant asset creation and goes through many pass checks, culminating in going through lead artist Ravanna for final clean up. (Sometimes this isn’t required).

Before building anything, from an architectural set to the smallest item of clutter, check with the leads and other team members about design. Visual style and quality consistency are a big deal.

For large objects, such as housing, wooden constructs, large rocks, trees, we NEVER use pure baking (unless small repeating components can use this to their advantage).

All wood assets use common wood textures, of which there are 5-6 textures (tiling planks, separate planks, poles, wooden ends, broken bark) and 3 flavours. Rotten/mossy, New/clean/deep wood colour, and dry grey wood. (3 flavours allows us to change a wooden asset for different environments without having to reuv).

Architecture has its own texture set, such as Hlaalu, daedric, imperial.

Weapons, creatures, Armour, and unique clutter, are baked.

To learn the best methods ask Ravanna or Erik.

Zbrush and 3dsmax are prefered tools, but mudbox and and blender/maya are acceptable.

Claiming work

Our main organisational tool is trello: https://trello.com/b/71X1XTNG/modeling-texturing-department

Critical dependants are the most important assets, but they should be finished soon unless an experienced environment artist is confidently able to tackle them.

High Dependencies are the most needed, and are the hardest models to complete.

Before starting any new set, you must tell a senior artist that you are taking the specific job, so you can be given the information required.

Submitting work

We require OBJ, FBX or 3dsmax 2012 format files when work is submitted. As well as information on what textures you used, if the model is tiling/part of archi set.

All work is checked by lead artist to clean up any mistakes and check for any issues the skyrim engine will create for the model.

Handing in textures: PSD/PSB or multiple layers/tgas.

Sometimes we will ask that you send in the sculpt mesh and original bakes for armour/weapons/clutter.

Naming guides

Because Skywind has to consist purely of skyrim assets, legal mod assets with permission of use, or most commonly, newly made assets by skilled artists, we must show the origin of the file in its name. This is both a legal matter and for organisation.

For a full list of naming conventions, check the trello and see the left tab:

https://trello.com/b/71X1XTNG/modeling-texturing-department

Examples:

    ARM3D_DunSTEEL_smart_rav_bat_cuirassm_1

Prefix_ = the type of file/model/texture.

Models:

    Architecture = ARCH3D
    World = ENV3D
    Clutter/Prop = CLU3D/PROP3d
    Armour = ARM3D
    Weapon=WEAP3D
    Creature/character=CH3D

Textures: Use the same system as models but with 2D instead.

the 2nd code in the name is used to describe its location (Bittercoast=BC, westgash=WG etc) or archi set (Hlaalu=Hla)

After the 2 main codes are used, the authors are mentioned. In the example above, Smart_Rav_Bat, means that the original sculpt, low poly, and UV was done by Smartinus. Ravanna then took the work and improved it, and did final textures. Batmanna helped finishing the rig, exported into nifskope, did all that complex tech jazz, then added to engine.

If there’s something wrong with the model, you can check the names, and ask that artist/member.