Creating Technical Guidelines for 3D Game Artists
In this article, we will discuss some points that need to be included in the technical design document for 3D artists.
Modeling
In this section, you have to mention everything related to the modeling process such as:
In this link, you will find some good modeling practices:
https://resources.turbosquid.com/stemcell/stemcell-3d-modeling-workflow/stemcell-modeling/
This video is a simple explanation of the idea of topology:
https://youtu.be/HGL6QpVRyXk?si=H-MI8V2K0xJN2tCA
UV Unwrapping
So after the modeling, we go forward with UV unwrapping and at this point, we have a couple of things to cover:
In those articles, you will find a detailed explanation of the Texel Density concept:
https://www.artstation.com/marketplace/p/nVn7/texel-density-and-other-bits-of-texture-theory
https://www.beyondextent.com/deep-dives/deepdive-texeldensity
Texturing
The texturing rules will be global for all artists working on this project such as:
Naming Conventions
Naming conventions must be consistent across the files to make it easy for programmers and other team members so, we usually don’t use spaces in the naming.
The naming convention rules should be applied to everything integrated into the engine, including assets, characters, materials, textures, animations, etc…
You will find here a good naming convention practice supplied by Unreal Engine Documentation:
File Structure
Also, assets in the game engine have to be clearly organized within folders among the team so that the technical guidelines should contain the preplanned folder structure.
Recommended folder structure article by Unity:
https://unity.com/how-to/organizing-your-project
In this section, you have to mention guidelines related to asset optimization such as:
Finally, I would recommend a very well-structured course although it uses Unreal Engine, it is like an introduction to the technical aspect of game art it covers the terminology used in the game industry, and some guidelines for artists, so in case you are working with Unity the theoretical and technical sides of the course (which represent most of the course actually) still valuable for you.
Becoming an Environment Artist in Unreal Engine:
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