Saturday, July 9, 2016

Qubicle mesh export

Naming convention

Artefacts belong to a periods (or "bank"). An artefact is made of 1 or several fragments. So artefacts are named like: "Period_Artefact_fragment".

for instance, if we have a USA30s period, an artefact made of 3 fragments would be named:
  • P10_USA30s_A01F01
  • P10_USA30s_A01F02
  • P10_USA30s_A01F03
Note that the 'P10' id number represent the historical order.


Qubicle files

We could have a file for a period or a file for each artefact. It depends if what is more efficient: having 1 single texture for all artefact of a period or a different texture for each artefact. Depending on the artistic direction, we'll choose one or the other option.

use the naming convention to name files. The file name is used to automatically name the material & texture exported. For instance i named my file P10_USA30s_A01 so the material and texture have this name in unity, which makes it convenient to find in the asset browser.


Mesh Export/Import

1) Fills hollow to optimize quibcle mesh:



2) properly name your fragments:





3) Set the pivot of fragments to center/bottom/center





4) Export as FBX, in the mesh folder of the project



5) set the export as FBX options




  • Optimization : Manifold = to avoid rendering issues
  • Pivots Positions : as specified = to keep all pivot aligned
  • Unit Scale Factor : 100 = to make sur Mesh are in Unity 3d meter unit
  • Singled Mesh File : false = to create a FBX for each fragment
  • Single Texture File : true = to create one texture for all fragments


6) Set texture options and update materials




  • Filter mode : point
  • Format : truecolor


References


  • Qubicle documentation : http://minddesk.com/learn/article.php?id=30&oid=5







3 comments:

  1. Japan Samourai
    Egypt Peplum
    Jurassic Park
    Transylvania / Frankestein / Monsters (Halloween)

    ReplyDelete
  2. https://earth.nullschool.net/#current/wind/surface/level/orthographic=-337.12,25.82,328/loc=45.190,52.490

    ReplyDelete