Difference between revisions of "Content Dev:CC Submission Guidelines"
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Latest revision as of 00:40, 3 June 2017
If you have been contracted by Reallusion to produce embedded material or content packs, you will have to follow stricter guidelines for managing submission files. Use this guide to stay informed on the submission requirements.
Output File Formats
Please save your files in the following formats for later usage and for backup.
File | Purpose | Format(s) |
---|---|---|
Highpoly Sculpt | The final approved highpoly sculpt. | (*.ZTL) |
Highpoly Bake | The highpoly model used for baking mesh data maps. | (*.Obj) or (*.FBX) |
Lowpoly Model | The final approved lowpoly model. | (*.Obj) or (*.FBX) |
Lowpoly Bake | The lowpoly model used for baking mesh data maps. | (*.Obj) or (*.FBX) |
Mesh Data Bakes | The mesh data maps baked from the high and low poly models. | (*.Tga) |
Texture Maps | The final textures and mesh data maps with all the edits. | (*.PSD) and (*.Tga) |
Asset File | The final asset parented or skinned to the character with textures. | (*.max) and (*.FBX) |
CC File | The final asset in the appropriate CC format, ready for sale. | (*.ccCloth), (*.ccAcc), (*.ccHair) or (*.ccShoes) |
- Oftentimes, the models used for baking differ from the actual models themselves.
- If you are not using 3dsMax to save your files, make sure to pre-approve your software of choice with the project manager.
Naming Conventions
You should follow the naming convention set out by the project manager. If not instructed otherwise, you can use the tables below for reference.
Assets
File Type | Naming Convention | Plural Naming Convention | Required(★) |
---|---|---|---|
Highpoly Model | ObjectName_High | ObjectName_01_High, ObjectName_02_High... | ★ |
Highpoly Bake | ObjectName_High_Bake | ObjectName_01_High_Bake, ObjectName_02_High_Bake... | |
Lowpoly Model | ObjectName_Low | ObjectName_01_Low, ObjectName_02_Low... | ★ |
Lowpoly Bake | ObjectName_Low_Bake | ObjectName_01_Low_Bake, ObjectName_02_Low_Bake... | |
Final Workfile | ObjectName | ★ |
Mesh Data Textures
Texture Type | Naming Convention | Plural Naming Convention | Required(★) |
---|---|---|---|
Normal | ObjectName_N | ObjectName_01_N, ObjectName_02_N... | ★ |
Worldspace Normal | ObjectName_WN | ObjectName_01_WN, ObjectName_02_WN... | ★ |
Color ID | ObjectName_C | ObjectName_01_C, ObjectName_02_C... | |
Displacement (Height Map) | ObjectName_H | ObjectName_01_H, ObjectName_02_H... | ★ |
AO (Ambient Occlusion) | ObjectName_AO | ObjectName_01_AO, ObjectName_02_AO... | ★ |
PBR Content Textures
Texture Type | Naming Convention | Plural Naming Convention | Required(★) |
---|---|---|---|
Base Color | ObjectName_BC | ObjectName_01_BC, ObjectName_02_BC... | ★ |
Opacity | ObjectName_O | ObjectName_01_O, ObjectName_02_O... | |
Bump | ObjectName_B | ObjectName_01_B, ObjectName_02_B... | |
Normal | ObjectName_N | ObjectName_01_N, ObjectName_02_N... | ★ |
AO (Ambient Occlusion) | ObjectName_AO | ObjectName_01_AO, ObjectName_02_AO... | ★ |
Metallic | ObjectName_M | ObjectName_01_M, ObjectName_02_M... | ★ |
Roughness | ObjectName_R | ObjectName_01_R, ObjectName_02_R... | ★ |
Displacement (Height) | ObjectName_H | ObjectName_01_H, ObjectName_02_H... | ★ |
Glow | ObjectName_G | ObjectName_01_G, ObjectName_02_G... | |
Blend | ObjectName_Bl | ObjectName_01_Bl, ObjectName_02_Bl... |
Classic Content Textures
Texture Type | Naming Convention | Plural Naming Convention | Required(★) |
---|---|---|---|
Diffuse | ObjectName_Di | ObjectName_01_Di, ObjectName_02_Di... | ★ |
Opacity | ObjectName_O | ObjectName_01_O, ObjectName_02_O... | |
Bump | ObjectName_B | ObjectName_01_B, ObjectName_02_B... | |
Normal | ObjectName_N | ObjectName_01_N, ObjectName_02_N... | ★ |
AO (Ambient Occlusion) | ObjectName_AO | ObjectName_01_AO, ObjectName_02_AO... | ★ |
Specular | ObjectName_S | ObjectName_01_S, ObjectName_02_S... | ★ |
Displacement (Height) | ObjectName_H | ObjectName_01_H, ObjectName_02_H... | ★ |
Glow | ObjectName_G | ObjectName_01_G, ObjectName_02_G... | |
Blend | ObjectName_Bl | ObjectName_01_Bl, ObjectName_02_Bl... |
Place the files into folders named according to the object then place all of these into one folder named after the project. You can refer to the structure of the provided files.
Review Process
Once your files have been submitted for review, the following checks will be performed. Knowing this can help you be more prepared.
Step 1: Highpoly Check
- Does the model meet the expectations and requirements of the project?
Step 2: Lowpoly Check
- Does the model meet the expectations and requirements of the project?
- Does the polycount and production method meet the provisions of the project?
Step 3: UV Check
- Does the UV layout meet the requirements of the project?
- Are the number of texture maps sufficient?
Step 4: Texture Check
- Does the quality of the textures and the final visual result meet the expectations of the project?
Step 5: File Check
- Do the files meet the provisions of the project?
Asset Reception Checklist
If ever you've come across an issue during the approval process, run through the list below for reference to your problem.
Category | Problem | Possible Causes |
---|---|---|
Highpoly | 1) Model is of poor quality. |
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2) Production specification errors. |
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3) Body type error. |
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Lowpoly | 1) Overly elongated triangle faces. |
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2) Improper mesh edgeflow. |
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3) Polycount is too low. |
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4) Polycount is too high. |
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5) Unnecessary points, lines, and faces. |
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6) Isolated points, lines, and faces. |
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7) Problem with mesh edge thickness. |
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8) The mesh is quite different from the highpoly. |
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9) The position of the object pivot is inappropriate. |
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10) The normals direction is incorrect. |
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11) Errors in the softcloth simulation. |
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UV Mapping | 1) UVs do not unfold properly. |
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2) UV map distortions. |
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3) Incorrect UV directions. |
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4) UV seams positioning are not appropriate. |
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5) Erroneously overlapping UVs. |
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6) UV distribution is inappropriate. |
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7) The way UVs are unwrapped in unsuitable ways. |
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8) Symmetrical objects do not have separated UVs. |
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Materials & Textures | ||
1) Texture files are incongruous. |
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2) Wrong PBR formats. |
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3) Normal map format error. |
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4) Quality of the texture are insufficient. |
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5) Wrong parameter settings. |
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Skinning | ||
1) Poor quality skin weighting. |
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2) Wrong bones are assigned to the skin weights. |
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File Delivery | ||
1) Missing files. |
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2) File version error. |
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3) File format error. |
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