Modular Assets Technical Specification V1.0
Overview
Scrap-Town
will be made up of a total of 7 buildings. A large prison in the center with
three buildings in a semi-circle on either side. Buildings will include a
saloon, a store, a repair shop, and some houses, which themselves will consist
of one to three tiers in height.
In the
interest of production time and customizability in the game engine, the
buildings will be made out of modular parts that will be assembled in Unreal
Engine 4 (UE4).
4 base
buildings (shells) will be created varying in scale and number of windows: A
tiny, small, medium and large. Buildings will have a volume of 5cm to prevent
players from seeing through back facing polygons.
In addition, an as yet to be determined number
of windows, doors, floor and roof tiles, trimming, pipes and other assets will
be created in a modular fashion once the concept art has been finalized.
Scaling:
Floor Tiles and Roof tiles will be 2x2meters, and all smaller objects will always needed to be rounded up or down to the next 5cm. For example, a window at 122x103metres would be rounded to 120x105metres and so on. This will allow for grid perfect snapping in UE4.
Floor Tiles and Roof tiles will be 2x2meters, and all smaller objects will always needed to be rounded up or down to the next 5cm. For example, a window at 122x103metres would be rounded to 120x105metres and so on. This will allow for grid perfect snapping in UE4.
Grid:
When zoomed in to the scale we will be working in whilst snapping assets together (maximum), UE4’s grid displays points every 5cm.
When zoomed in to the scale we will be working in whilst snapping assets together (maximum), UE4’s grid displays points every 5cm.
To ensure assets snap the exact same when in Maya (and
therefore in UE4 when exported) the grid will be set up to match this. The
settings will be as follows:
Length and width: 1000.000 units
Grid lines every: 5.000 units
Subdivisions: 1
Grid lines every: 5.000 units
Subdivisions: 1
Pivots:
In general, pivots will be set to the rear left vertex (corner) of the mesh to ensure. This may not be possible with all assets (cylinders for example will be set to the bottom center) but this should be followed as a rule of thumb.
In general, pivots will be set to the rear left vertex (corner) of the mesh to ensure. This may not be possible with all assets (cylinders for example will be set to the bottom center) but this should be followed as a rule of thumb.
Naming
Convention:
Prefix of STSD followed by an underscore, then the name of the asset followed by an underscore its part number (if required). Example: STSD_Wall_01
Prefix of STSD followed by an underscore, then the name of the asset followed by an underscore its part number (if required). Example: STSD_Wall_01
The following blueprints detail the base scales for
the buildings only. To the stylized art direction, the upper parts of the
buildings may vary in scale, but the base size, height, position and sizes of
the doors and windows will remain the same.
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