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Art Asset Guidelines

What is an Asset?

In a production pipeline, (both animated films and video games), art assets are finished pieces that are ready to be used in a scene. Creating an asset is more than making a model and submitting a .blend file. A completed asset involves all of the surrounding work to enable the next person in the pipeline to effectively drag-and-drop the asset in the scene, and have everything just work.

What's expected?

For a 3D game, a finished asset includes:

Art Source Content:

  • A .blend source file for the high-res model checked into the `art-source` repository:
    • file in the right place with the correct 'snake_case' naming convention.
    • A collection inside the file named correctly for the asset.
  • A .blend source file for the low-res model checked into the `art-source` repository:
    • file in the right place with the correct 'snake_case' naming convention.
    • A collection inside the file named correctly for the asset.
      • A "collection exporter" set up for the asset saved with the correct export settings, with the export path pointed at the correct location in the `game` repository.
    • UV unwrapped correctly.
    • materials assigned correctly.
    • topology prepared for game (no n-gons + other validation).
  • A set of input 'mesh maps' saved as .png files in the same folder:
    • asset_name_mesh_id.png - ID map
    • asset_name_mesh_world_normal.png - High-res world space normal (16 bit depth).
    • asset_name_mesh_tangent_normal.png - High-res tangent space normal (16 bit depth).
    • asset_name_mesh_ao.png - High-res ambient occlusion
    • asset_name_mesh_curvature.png - High-res curvature
  • A textures set of baked output textures saved as .png files in the same folder:
    • asset_name_abedo.png - (Color map aka "Base Color")
    • asset_name_normal.png -(16 bit)
    • asset_name_orm.png (channel packed Occlusion, Roughness, Metallic).

In-Game Content:

  • A pair of asset_name.gltf + asset_name.bin files exported into the `game` repository via the "export collection" in the source .blend file.
  • One more more materials for the model:
    • asset_name_mat.tres
    • OR e.g:
      • asset_name_head_mat.tres
      • asset_name_body_mat.tres
      • asset_name_armor_mat.tres
    • All textures from the model's texture set imported with the correct settings:
      • asset_name_abedo.png
      • asset_name_normal.png
      • asset_name_orm.png
  • A scene for the asset:
    • asset_name.tscn
    • Simple colliders assigned:
  • LODs created or generated for the model.