Asset/art files for Hook, Line and Axe
Go to file
2024-04-24 19:35:42 -04:00
.vscode WIP automate animation export 2024-04-15 13:23:17 -04:00
animations Update anims-tommy.blend 2024-04-24 19:35:42 -04:00
audio Add Insurrectionist Dialogue Raw Files 2024-03-05 02:56:30 -05:00
characters Put Infantry rig back in Pose mode 2024-04-19 15:40:17 -04:00
docs Exporter script is fully automated 2024-04-15 17:45:59 -04:00
hdris Fix binary files not being stored with LFS, add mesh body exports 2024-01-17 00:53:21 -05:00
pipeline Render infantry for CGT365 2024-04-21 23:59:33 -04:00
promotional Upload covers 2024-04-15 12:05:32 -04:00
props Tower Model and Texture 2024-04-24 17:30:35 -04:00
references Infantry helmet, work on blockout more 2024-02-07 20:56:05 -05:00
ui Add monitor emissive map 2024-04-17 12:23:09 -04:00
.gitattributes Infantry references, concepts, sketchfab model 2024-01-29 19:53:12 -05:00
.gitignore WIP automate animation export 2024-04-15 13:23:17 -04:00
README.md WIP automate animation export 2024-04-15 13:23:17 -04:00

assets

Asset/art files for Hook, Line and Axe

Naming Conventions

Naming conventions are important for project organization and tooling.

For automation, it is heavily preferred that all folders and file names are kept lowercase with no spaces.

  • Characters - Please store all character models, textures, rigs, etc in its relevant subfolder within the characters directory.
  • Props - Please store all within the props folder, within its relevant subfolder.
    • When uploading models, please use either FBX or OBJ formats.
  • Animation - Character animations should instead be stored in the animations directory, within its relevant subfolder.
    • Depending on who is animating, please start your filename with anims-alan (or anims-tommy or anims-shelby, etc) for batch-export automation purposes. Iterative saves are okay.

Material Maps

IronPress requires naming conventions for texture maps to be properly used. IronPress enforces proper bit-depth, channel-packing, and enables batch-resizing of textures.

All materials and material maps should start with the prefix mat_ and followed by the material name, such as mat_stone. Lowercase is required.

Texture maps should be followed with specific names. Examples are provided

  • mat_example_basecolor - Basecolor/diffuse/albedo of material. If the material is transparent, alpha is stored on this as well
  • mat_example_arm - ARM is Ambient Occlusion, Roughness, Metallic all packed into one material. If the maps are separate, name them like this:
    • mat_example_ao - Ambient Occlusion map
    • mat_example_roughness - Roughness map
    • mat_example_metallic - Metallic map, optional
  • mat_example_normal - Normal Map, export as 16-bit if possible
  • mat_example_opacity - Opacity map, only use if necessary
  • mat_example_mask - Mask, only use if necessary

Please store all textures under one folder in the relevant directory, named textures (in all lowercase).

Additional notes:

  • If multiple materials use the same textures maps, please only store one copy of said texture map.
  • Export normal maps to 16-bit if possible for maximum quality
  • IronPress can be avoided with a customized Substance export setup

Resources and Guidelines

Animation Guides

We are using Blender 3.6 LTS. As rigging changes in 4.0, please use the correct Blender version to ensure compatibility.

Guides for animation:

Asset Guidelines

Guidelines for asset making:

Level Design Guidelines

Guidelines for level design:

Automation

If you need results from an automated process, see the pipeline directory. Each shell script should export the corresponding textures to a folder within the export directory.

For animations, please include the pipeline/export_anims.py script in your Blender file. This allows one-click exporting of FBX animations (may be fully automated with a script later).

See automation docs

Questions

If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.