Inhalt
¶ Asset Creation
¶ Sprites
If the Issue is unclear or you rework assets due to feedback get feedback on your assets as early as possible to avoid unnecessary reworks.
- Use Styleguide as orientation for size and appearance (Style Guide)
- Brushes sizes are based on the main character with a height of 1500px
- The styleguide_Env_2.0.psd file can be used as a template/starting point for asset creation
- Use these Brushes
- Check Asset Standards
- Save PSD file in original size
- If you have bigger changes due to feedback or changes save different versions
- Save sprite as a PNG in original size
- name sprite with the suffix "_Full" to avoid overriding one of the files
- e.g. EyeFlower_Full
- Save sprite as another PNG for Unity import
- Cut the sprite tight
- Save a 6 times smaller version for the Import in Unity (Only PNG not PSD!)
- Naming
- Use a name in upper CamelCase with no spaces or underscores, which describes the sprite.
- Use descriptive but short names for individual sprites (e.g. EyeFlower, BubbleLeaveTree)
- Use numeration if the sprite is part of a set or a larger number of similar sprites (e.g. Grass1, Grass2, ...)
- If you have repeating descriptors use a "_" and a suffix
- eg. "_Mask", "_Glas", "_Empty", "_Broken"
- This helps with searching and filters
¶ Textures
TODO
Wall and floor textures
Other objects
¶ Animation
- Create characters or assets in photoshop
- Keep layer structure clean
- Keep PSD file in same folder as Spine file
- Export for Spine
- Create Spine file
- Import Images
- Export Animation
¶ 3D Objects
- Create object in Blender
- Name object and mesh
- Combine belonging objects in Blender Datei / FBX
- Keep Blender file structure clean
- Add UV mapping and multiple materials if needed
- Name materials
- Delete unused materials
- Check if the correct materials are assigned to the faces of the object
- Apply scaling and rotation after scaling and rotation
- Check for broken geometry
- Check normals
¶ Export
- Check that scaling and rotation is applied
- Check settings (Asset Standards)
- Export to FBX
- Save UVs for texture creation
¶ Unity Import
Before making changes pull the project and check that you are on the Develop branch.
After you're done, don't forget to commit and push using the right Commit Types.
For help see: Upload changes to Git repository with GitKraken (Artists)
¶ Sprites
¶ Import in Unity
¶ New Assets:
- Open the project in Unity
- In the "Project" tab got to the Assets/Sprites directory
- Find the fitting folder for your sprite and put it in there
- E.g. stone sprite in stones, plant sprite in plants
- If no fitting folder exists create one
- Click in the sprite and check in the inspector that the "Pivot" is set to bottom
- Check Asset Standards
¶ Existing Assets:
- Use the Explorer or Finder to override the Asset in the Sprites Assets/Sprites directory
- copy, paste, replace
- try not to delete the sprite to avoid breaking references
- Open Unity and check sprite
¶ Use Sprite Importer Tool to create Prefabs
Only needed, if the prefab is not already created!
(see Use Sprite Importer Tool)
- Go to the "Sprite Importer" tab of the "Project Settings"
- If you created a new folder add it to the "Source Directories" in the "Directory" tab
- Click the "Save" button in the bottom right corner or save the project
- Click reload if you can't see your sprites
- In the "Images" tab select the directories your sprites are in and tick the checkmark on your newly created sprites
- Click Prefabs "Build Prefabs (all)" or "Build Prefabs (directory)" if you only added sprites to one directory
- The Sprite Importer currently skips preexisting prefabs
¶ Finalize Prefab and Test Sprites in Test Scene
(see Configure Prefabs created by the Sprite Impoter)
- In the "Project" tab got to the Assets/Prefabs/Sprites directory
- Find the Prefab belonging to your sprite and open it
¶ New Assets:
- Add a box or sphere collider to the "Collider" object and change the size and position to fit the sprite
- Collider should be tight
- Min collider hight 3
- Use the collider component to change scale and position not the transform
- Change the size and position of the "Shadow" object to fit the sprite
¶ Existing and new Assets:
- Open the art test scene with your name in the Assets/Sandbox/Art directory
- Drag prefab in and check if everything works fine ( the Editor Skew UI can help here: Use Editor Skew UI )
- Check the collider
- Check the look in the scene
- Check for artifacts
- Change settings if needed
- You can leave the prefab in the scene or remove it again
- Save project if you're done
¶ Commit and push
(see Upload changes to Git repository with GitKraken (Artists))
- Open GitKraken
- Click on "Stage all changes"
- Add a commit message in the "Summary" field
- the commit message should start with "asset:" for new assets and with "fix: " or "improvement: " for reimports
- e.g. asset: Add grass sprites
- for more information see Commit Types or Upload changes to Git repository with GitKraken (Artists)
- Click "Commit changes"
- Push your changes
¶ Textures
TODO
¶ Animation
¶ 3D Objects
¶ New Assets:
- Add FBX file and textures
- Check FBX scaling settings
- Create materials for textures
- Create Prefab
- Add model as a child
- Add collider object and set right size or use mesh from the model as collider if it is necessary
- Check Asset Standards
¶ Existing and new Assets:
- Update FBX file if needed
- Check scaling and rotation (don't scale and rotate in Unity)
- Check materials
- Check collider
¶ Checklist for Assets
- Check Asset Standards
- Check for resolution
- Check for artifacts
- Check for Line width
- Check Cropping
- For Sprites: Check that you have 3 versions of the asset: PSD, original size PNG, smaller PNG for Import in Unity
- Test sprites/animations/3D objects in Unity test scene
- Request feedback if needed
¶ Feedback
- Get feedback as early as possible
- If possible get feedback in each review state, before closing the issue
- If an asset/issue is still in discussion get regular feedback on concepts and changes to avoid unnecessary reworks
- Post WIPs once or twice a week
- Ask if you have questions about issues
¶ Workflow Definition / Definition of Done
TO DO | Issue/asset is not started yet |
PROGRESS | Working on issue/asset |
REVIEW |
|
DONE |
|
¶ Issues
- Have an issue for each different asset/animation
- Have a separate issue for follow up tasks, like further polish, changes or fixes