3D Design - FoodAbuse/stabo-crabo-game GitHub Wiki

3D Design standards

The game is a low poly style game, and the 3D modelling needs to reflect that. The following guidelines are set to achieve the aesthetic set in the Aesthetic Outline.

Polycount

For detailed assets, a poly count of 5000 is standard with a stretch threshold of +/- 1000. For simple assets, a poly count of 1000 is standard, with a stretch threshold of +/- 1000.

Textures

The game will be unlit, so textures need to have shadows baked into them as required. Textures are simple solid colours with simple details added. Each model should have a 2048x2048 texture that prescribes to our flat coloured design scheme, ideally laid out as a grid with as many colours as necessary occupying each cell. If there is a texture that already contains all the colours you need, ideally the unwrap would be setup to utilize this pre-existing material (refer to Texture Production Guideline for more detailed info on texture creation)

Scale

For all models, we will work within the scale of 1 unit = 1 metre, and assets are produced with similar dimensions to their real life counter-parts. A size guide is included in the art repo to scale to the size of a human and the player model.

Example of Production Pipeline

  • Create your model in maya (ideally with the correct scale relative to our unity scene)

  • Template out the colour scheme in maya (to get an accurate representation of how this will look in game, changing the maya scene lighting to 'Use Flat Lighting' (found in the Lighting tab below the Poly Modelling toolshelf) and set the maya colour management to Unity Neutral Tone-Map (sRGB) (by default, maya will likely have this set to ACES 1.0 SDR-video (sRGB))

  • Create a texture palette in photoshop (make a square 2048x2048px document, use the rectangle tool to create a set of even squares that occupy a grid with all of the necessary colours)

  • Save the maya file to its appropriate folder in the Art Repo

  • Save the photoshop file in its appropriate location in the Art Repo

  • Save a PNG texture in its appropriate location in the Art Repo

  • Export the model as an FBX into the appropriate folder in the Unity Project

  • Copy the PNG texture from the Art Repo to the appropriate folder in the Unity Project

  • Create a material with an appropriate name in the appropriate folder in the Unity Project (Material should be URP>Unlit and then select the texture you made as the colour)

  • Create a Prefab of the FBX in Unity (drag the FBX into the active scene, drag the reference instance of that model from the Unity scene hierarchy into an appropriate location in Prefabs folder) and then delete the object from the hierarchy

  • Double click the new Prefab in the Prefabs folder to enter the Prefab Editor mode

  • Apply your material to the Prefab, then save the Unity scene (ctrl+S)

In order to prevent any clutter / confusion in the Unity scene, from now on we will avoid bringing any FBXs into the Unity project until they have been appropriately unwrapped