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:
- SphereShape3D
- BoxShape3D
- CapsuleShape3D
- CylinderShape3D - NOTE: this is reportedly buggy, we need to test it before approval, use Capsule instead.
- If absolutely necessary:
- ConvexPolygonShape3D
- ConcavePolygonShape3D
- LODs created or generated for the model.