Asset Creation - Part 1: Block Mesh
The purpose of the block mesh is to spend less than 20 minutes to create an extremely rough block out version of the model that can be used as a stand-in version of the asset. This allows us to get an early version in the game asap so that the level designers and programmers aren't blocked in their ability to do there work.
Goals
- Save a file into the correct location with the correct naming convention.
- Block out and extremely rough version of the model that vaguely looks like it could be the asset.
- Ensure scales and proportions are correct.
- Name all of content inside of the file appropriately.
- Set up an export collection, and point the file path to the in-game location for the asset.
- Export it into the appropriate game folder and establish it as an asset in the game.
- Create collision for the asset in-game.
Step-by-Step
Prepare / start on the task:
- Check the Vikunja Art project page to see if you were given a task / find a task that you can do from the to-do list.
- Refresh the page and make sure nobody else is already working on the given task before you assign yourself.
- Assign the task to yourself:
- Assign to user -> Type your name, accept.
- Move the task to the 'in progress' column, to let the team know you're actively working on it.
Check your Git working directory:
- Have the Working with Git page at the ready.
- Open SourceGit.
- Make sure you have no uncommitted files in the Local Changes section.
- Make sure you have the
devbranch checked out. - Pull the latest changes from Origin.
Make the Blender file:
- Have the Game folder structure at the ready.
- Start in the
pounce-artrepository. - Determine the asset type:
- characters - A rigged an animated character (robot, security camera, tanuki)
- environments - Static assets to build the environment (walls, floors, trim, windowsills)
- props - Items that can potentially be moved around in the game (vase, crate, sign, coins, statues, diamonds)
- Create the folders for your asset.
- e.g.
pounce-art/art_assets/props/crate_wood
- e.g.
Make the Block Mesh:
- Have the Style Guidelines at the ready.
- Open Blender and immediately save the file into asset folder that you created a moment ago.
- e.g.
pounce-art/art_assets/props/crate_wood/crate_wood.blend - Follow the Naming Conventions.
- Do NOT include things like "WIP" or "Blockmesh" in the name, always use the final name for the asset.
- e.g.
- Use modeling tools to create an extremely rough block out of the mesh (don't spend more than 15 minutes):
- Keep it extremely simple, focus on scale and proportions.
- Keep in mind the point is to establish the bounds /size / dimensions / proportions of the model.
- Match the dimensions that were given in the task assignment.
- You can use the sidebar's item tab to type in exact dimensions.
- Use primitive shapes.
- For a crate, use a cube.
- For a fire extinguisher, use a cylinder with a sphere on top.
- Keep the poly count low so we don't bog down performance in the game.
- Make sure all content inside of the .blend file is organized and named correctly.
- Keep it extremely simple, focus on scale and proportions.
Clean up the scene:
- Ensure asset is centered and sitting on the floor (not below the grid).
- Make sure that you're oriented correctly forward.
- Negative Y axis is forward, Positive Z is up (Note: these axes will be different inside of Godot).
- Tip: Add a Suzanne monkey to the scene, check which was she if facing; Your mesh should face the same direction.
- Apply all transforms.
- Name all objects and mesh data.
- Remove lights, camera, annotations, and other unneeded junk.
- Tip: Use the "Blender file" view in the Outliner to help find and remove junk.
- You can also use File -> clean up -> purge unused data
- Do not pack textures or other large assets into the .blend file
Create a collection for the asset:
- Name the collection
- move the block mesh into this collection
- If there are multiple assets in this .blend file, make a collection for each asset.
- Only put multiple assets in a single file if the are logically linked. e.g.
- A set of gears - small, medium, large.
- A set of rocks - different shapes and sizes.
- Fence posts - posts, boards, scaffolding.
- Only put multiple assets in a single file if the are logically linked. e.g.
- Set up the collection exporter (for each asset collection).
- Select the asset's collection, go to the 'Collection' tab in the Properties editor.
- Find the 'Exporters' sub-section, click the "+" button on the right, and choose "glTF 2.0"
- Set the "File Path":
- You only have to set this once during the block mesh phase, subsequent phases will export and overwrite the existing file. After this is set, all we will have to do in subsequent phases is click the "export all" button.
- Swap the "-art" for "-game" in the file path to send it over to the other repo.
- Use the default 'Relative Path' option, it will look like this:
//../../../../pounce-game/art_assets/props/crate_wood/crate_wood.gltf
- Do NOT use absolute file paths, which look like this:
/home/xgreer/Projects/BUGJam/pounce/pounce-game/art_assets/props/crate_wood/crate_wood.gltf
- Make sure you add the ".gltf" file extension
- Enable 'Data' -> 'Mesh' -> 'Apply Modifiers'
- Set 'Material' -> 'Materials' to 'Placeholder'
Export and set up the entity
[INSTRUCTIONS COMING SOON]
WIP BELOW THIS POINT!!!!
Checking in:in / complete the task:
- Commit to the
pounce-artrepo:- Make sure you're in the right branch:
dev - Stage only the .blend file for the newly created asset.
- Make sure you haven't staged irrelevant files.
- Write a commit message:
- Prefix the message with the name of the asset and a colon.
- e.g. "crate wood: Create block mesh"
- Prefix the message with the name of the asset and a colon.
- Push the change to origin.
- If it prompts you for credentials, enter your username and password for git.bugjam.dev
- Make sure you're in the right branch:
- Commit to the
pounce-gamerepo:
- Make sure you're in the right branch:
dev - Stage the files for the newly imported asset e.g.:
art_assets/props/crate_wood/crate_wood.bin- The binary mesh data for the exported gltf file.art_assets/props/crate_wood/crate_wood.gltf- The text header file for the exported gltf file.art_assets/props/crate_wood/crate_wood.gltf.import- Godot import settings and UID for the asset.entities/props/crate_wood.tscn- The text-based scene file that contains the entity and it's collision.- Make sure you haven't staged other irrelevant files.
- Write a commit message:
- Prefix the message with the name of the asset and a colon.
- e.g. "crate wood: Import block mesh, set up crate_wood.tscn entity"
- Prefix the message with the name of the asset and a colon.
- Push the change to origin.
- If it prompts you for credentials, enter your username and password for git.bugjam.dev
- If it prompts you for credentials, enter your username and password for git.bugjam.dev
- Make sure you're in the right branch:
- Move a the Vikunja task to 'in-review'
- Check the box for "Block Mesh" in the task description.
- Tell Lexi you're finished with that asset, and get approval to move on to Block Mesh Plus